View Full Version : Modo and Maya Integration Problems
Hasnz 07-07-2005, 03:49 PM I was wondering how well can Mono integrate into a production pipeline ??
One of the problem that i noticed while working with modo and maya are blends shapes and shaders . .
Once i save a file with ma extension and reopen in modo . . all my blendshapes and materials are gone . although those blend shapes are still accessible in maya . .
what if i wanted to add couple of more morph maps in my list ?? that means i am forced to do additional blendshapes in maya :( . .
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toonafish
07-08-2005, 12:24 PM
Unless you saved the object with all the blendshapes as a Modo or Lwo file before you exported as mayaascii you can't get your blendshapes back into Modo with the click of one button.
However, you can load the default object into Modo, add some new blendshapes,
activate the blendshape, export as obj ( which will export the deformed shape ), import into Maya, and add the new blendshapes manualy, or you can export as mayaasciii, import / add into Maya and add the new blendshapes.
Labuzz
07-08-2005, 01:14 PM
the ma import/export is crappy....and the obj support not really good...
leuey
07-11-2005, 05:28 AM
Always save a base object in .lwo format - it will keep all of your morph maps, multiple UV maps, weight maps, edge weights, etc. Use this to add additional blendshapes if you need to and re-export.
And yes, it's a pain in the ass. I suggest you don't spend any time shading your object until you're pretty damn sure you're done modelling. I would assume (hope to god) that Lux. will make their maya import/export much more robust in the next version. Hopefully something will be announce to this effect at Siggraph.
I also suspect once they open up the SDK you will see all sorts of customized import/export plugins.
-Greg
Steve McRae
07-12-2005, 02:57 AM
i hope for a more robust maya export as well
Hasnz
07-12-2005, 06:22 PM
there is one mistake i did . . :( . . i started off from the beggining saving an ma file . . sigh . .
. . although i still can continue in maya . . but it suks . . hope that lux in listening . .
What if we have duplicated our model in a different layer . . can we assign that mesh as a morph map . . i think Lightwave has an option ( background to blenshape ) . . that would save a lot of things
leuey
07-12-2005, 07:00 PM
yup - load up your base object from maya and all the individual blendshapes. Then you can rebuild your base object with morph maps using the background morph tool (under the vertex map menu). You can also use the morph tool with a falloff to apply morph maps to certain areas of the mesh - combine morph maps, etc. It shouldn't take you too long to do the background morph thing.
Once you save your object in .lwo format it's much easier to go back and make revisions.
-Greg
Hasnz
07-13-2005, 07:41 AM
:thumbsup: thanks leury !
ill check it out
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07-13-2005, 07:41 AM
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