Check and make sure you're exporting normals/smoothing groups, and also check to make sure that your normals/smoothing groups properly represent the surface type you're looking to create. It's also worth resetting transforms before you export, triangulating before exporting, and switching to *.OBJ if you're using *.FBX,…
Yeah Bartalon, in orthographic views i am not able to move the joints when in edit pivot(insert key) mode, using Maya 2015. While pressing W i can move joints but when i switch to edit pivot mode the transformation locks up, i cannot move the joints. Trying to learn rigging :) .
that was total badassery its funny to see how relatively lowpoly his models are. its all shader and lighting. oh man , thats the first time ive seen someone work in after effects (im assuming thats it?). blows my mind how you can take a straight up bland render and completely transform it.
Seconding the export/reimport. You could also try combining your object with a fresh cube, delete the history, free transforms, etc., then delete the faces of the cube. The idea is to try to make maya forget what is causing problems with your object by taking properties from an object you know works (i.e. the new cube).
Delete history and freeze transforms. Look at the hierarchy in maya's hypershade - have it selected then hit the preview button (looks like " [>> ") Export it out as an obj then reimport it into maya. If it imports with the same issue something is definitely wrong and might be easier to remodel that portion than…
Hey Allert, Sounds like a bummer. Seems good that Maya recognizes it at all to begin with. How are you testing it out? You say that it doesn't recognize your twiddling, what should happen if it worked? Brief us on how you go from the device editor to when you expect it to modify/transform your object.
Thanks seforin, ill try it that way this time around and report back. I wonder if i can export my skinning weights and re import them after freezing transforms etc, ill give that a shot as well. Not that it took a long time to paint the weights, its just my least favorite part of the whole process.
Hello I don't know if this will solve your problem, but I've made a python script for maya to transform the locked normals into hard and soft edge. This way when you export again in max the smoothing groups will be there. http://www.creativecrash.com/maya/downloads/scripts-plugins/polygon/c/lockednormals-to-hard-soft-edge…
Video: https://imgur.com/a/dHGkr As you can see freezing transform fixes this. But it shouldn't happen in the first place. The only thing I can think of is setting units to inches jacked it up somehow. Doesn't make a whole lot of sense but I'm kind of desperate. Also, take note that my manipulator tool is darker.
Transformation state/pose Character turnaround Magic Pose Selfie Pose Final Pose Character Modelling on 3DSMAX - applying what I have learnt from topology, I'm starting on the body of my character using outlines on 2 planes as a guide as I'm building my character. Trying to avoid those pesky tris !