So my question is basically what the title implies. Is there a way to keep the positions of the pivots of each individual mesh as I have them in Maya. I'm wondering since at the moment I'm working on a Flaregun and I have been doing some test renders in Marmo to make sure the textures look good. And well what I want to do…
SOLVED It was actually a bug, tested export again with all settings and the problem has just disappeared. I am awesome I guess LOL I keed. Christ. I really fucking hate myslef right now. I found the problem. I am sorry for wasting a thread. Tried exporting again with the problem child settings and problems disappeared now.…
I always get terrible results with HLSL and CGFX shaders in maya's viewport -- either from artifacting, preformance or just plain not working correctly. I've written my own and used the ones off Nvidia's website ... does anyone use them (in maya)? There's not much point since it is so easy to throw assets in Unreal or…
In Mayas Hypergraph, how would you go about changing which UV set is used for a specific input? I want to use one UV set for the color texture and a second UV set for the opacity/transparency mask. In Max it's as easy as going into the materials opacity slot and changing the Map Channel, but I'm not seeing the option in…
Hi guys, I can't seem to find the tool in Maya that allows you to adjust your object's origin point. I don't want the working/customize pivot point for working in Maya. I want to change the actual origin of the object so it's rotated correctly and easily tile-able in whatever engine or tool I'm exporting it to.
Hey I'm trying to fix the orientation of a joint by using a locator and aim constrain in Maya. However it doesn't seem to work with a joint. If I try to change a cylinder with aim constraint it does work. Does anyone know what the problem could be? This is the error Maya gives: // Error: Could not add constraint or…
Hi, I'm hoping somebody can help me solve this issue I'm having in Maya 2016. I have a rigged character that has corrective blend shapes driven by the joints. I'm exporting to UE4 and everything exports just fine; the meshes, animation, and blend shapes but the actual deformations from the blend shapes don't. I can see the…
http://polycount.com/discussion/comment/2488052/#Comment_2488052 MigNormalTools, its an old script from 2005. But still works fine even in Maya 2018. I have edited the script slightly for my own use so that it matches a bit better the default Maya UI colours and i think I changed some window sizes slightly. Ill put my…
Hi, I've been struggling trying to achieve the FWVN technique in Maya (2018), but I still get some bad result even on some simple shapes. I've already tried various plugins like BNormal or ADN tool. Example: Has anyone found a good/fast way to achieve a good in Maya?
i cannot drag select any objects in maya viewport, i can only select from outliner in Maya 2015 with latest service pack. config - AMD FX 8350, 16GB ram, AMD HD 7970 3GB, Windows 10. Does anyone happened to have this kind of problem, please help.