already done. Oh man Maya is such a huge bound of shit. Incredibly unbelieveble how this porgramm had made it to a industry standard.... However is there a possiblity for making a STL check in Maya or somet6hing like that?
Prior experience with 3d printing was using STL files exported from max, and essentially what you see is what you get. I've never had to add any supporting Geo.
The STL export for BSP is much more stable than OBJ. I'd use that. I'm not even sure if OBJ export works for BSP at all. I've only ever used it on static mesh.
I suppose I was asking for that... :) In case this helps anyone googling to this thread: I've found that the 3d printer exporter plugin for zbrush has a great .STL import function. Took me a while to find that.
Hello all! Im making a robot who has an upper and lower elbow. I have successfully created an ikfk blend and have been able to get the fk to snap correctly to my ik. However when snapping the ik to the fk, I can only get the wrist to match positions. I used the upper elbow as my pole vector but i think i might need to use…
This project started as a simple anatomy exercise, and it is nothing more than that, but I decided to prepare it for 3d printing and share it with the community. For more images: www.artstation.com/artwork/WKVaDv If you are interested here are the Free STL files: www.gumroad.com/diegodm Chers!
Yep. Before export always check your models. Either STL Check or other. For colliders check shilouette and redundant triangles. Less triangles in collider = quicker and more smooth physics in Unity [not always case tho].
It's not the STL check that's built into max by any chance? That pretty much checks most things that Mudbox wouldn't like - overlapping faces, open edges and other strange poly errors, don't think it checks tri's though?
STL Check modifier also finds some dodgy geometry, but it's not as comprehensive as Maya's Cleanup tools, I think. I guess Maya has better "bad geometry" clean-up tools because it really needs them :)