Didis Posted July 10, 2012 Share Posted July 10, 2012 Leadwerks Engine 2.4 trial OpenGL Version: 3.3.0 GLSL Version: 3.30 NVIDIA via Cg compiler Render device: GeForce GT 220/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 windows 7 Maya 2012 x64 FBX v.2012.1.1 Problem №1 I can import model with soft edges and hard edges, but not combined. Is it posible ? Problem №2 I create files the same way like for Monstertruck (which is available in distributive), materials exists in MaterialEditor, but not attached to model in ModelViewer or scene Editor. Problem №3 Parts of model created by duplication with negative scale (mirror) imported with wrong normals. Problem №4 I don't see graphical representation of hierachical links like in model of Monstertruck (which is available in distributive). Quote Link to comment Share on other sites More sharing options...
knocks Posted July 10, 2012 Share Posted July 10, 2012 For 3 try deleting the history and then freeze transformations before you export. Edit -> Delete All By Type -> History Then select the object and use Modify -> Freeze Transformations im guessing its still done like this in newer versions of maya Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
Canardia Posted July 10, 2012 Share Posted July 10, 2012 For 1, Maya should have an option for edge angle smoothing setting, like UU3D has. There you can select at which angle edges are made soft and which are left sharp (default is angle 45). Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Didis Posted July 11, 2012 Author Share Posted July 11, 2012 For 1, Maya should have an option for edge angle smoothing setting, like UU3D has. There you can select at which angle edges are made soft and which are left sharp (default is angle 45). Left image has soft/hard edges. Middle image - export through FBX (default settings), right image - export through FBX (local face normals). Quote Link to comment Share on other sites More sharing options...
Canardia Posted July 11, 2012 Share Posted July 11, 2012 Left image has soft/hard edges. Middle image - export through FBX (default settings), right image - export through FBX (local face normals). Yes, but what you see in Maya (and 3DSMax) is not what you get when you export. Maya and Max has this transformation history, which is probably useful for a detailed undo function, but when you export you should reset all transformations so that you get what you really see on the screen in Maya. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Didis Posted July 12, 2012 Author Share Posted July 12, 2012 For 3 try deleting the history and then freeze transformations before you export. Edit -> Delete All By Type -> History Then select the object and use Modify -> Freeze Transformations im guessing its still done like this in newer versions of maya This is working. Problem in Maya, it masks real normals. I found else way. Combine mirrored instance with doomy object (standart primitive), then delete doomy faces in component mode, reassign material if needed. In Blender mirrored mesh also have inverted normals, but they have shown as is. Three problems still active . Quote Link to comment Share on other sites More sharing options...
knocks Posted July 13, 2012 Share Posted July 13, 2012 I no longer use maya so am unable to look at your other issues. Quote My first Adobe purchase was Photoshop 2.0, CS6 was my last! < = > Link to comment Share on other sites More sharing options...
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