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View Full Version : LW models -> maya as well as a few other questions


iso
11-10-2002, 09:00 PM
I am just wondering how transferable LW models are to maya. I know that LW allows export to model formats such as .obj, .dxf, .3ds, but does a person run into any problems later on down the road with the model. In other words is there any limitations to this method rather than modeling directly in Maya for poly objects.

Also how does maya respond to using NURBS objects and poly objects. Which slows things down more. Let's say that a particular scene takes place in a bedroom, would it be advisable to model as much of the room using Nurbs of polys, assuming that in both cases care is taken to build the objects as simple as possible.

One last question, does Maya allow a person to have seperate subdivision settings for poly objects in the realtime and render time, or does a person have to bump up the sub'd settings at render time. Or is it a matter of always having a high sub'd object in a hidden layer during animation and unhide it during the render?

Thanks people, your help is much appreciated.

iso
11-11-2002, 11:14 PM
anyone?

stunndman
11-11-2002, 11:32 PM
I am just wondering how transferable LW models are to maya. I know that LW allows export to model formats such as .obj, .dxf, .3ds, but does a person run into any problems later on down the road with the model. In other words is there any limitations to this method rather than modeling directly in Maya for poly objects.


i can't help you with this one - maybe a forum search could help you


Also how does maya respond to using NURBS objects and poly objects. Which slows things down more. Let's say that a particular scene takes place in a bedroom, would it be advisable to model as much of the room using Nurbs of polys, assuming that in both cases care is taken to build the objects as simple as possible.


i'm not a pro - so that's just from what i have experienced so far and what is technically plausible - nurbs are by nature less memory and cpu intense than polygons - especially for viewport interactivity - but in the end that all depends on real numbers - if the objects will be modeled "....as simple as possible" then i think polygons will do the job


One last question, does Maya allow a person to have seperate subdivision settings for poly objects in the realtime and render time, or does a person have to bump up the sub'd settings at render time. Or is it a matter of always having a high sub'd object in a hidden layer during animation and unhide it during the render?


subdivs have separate quality settings for display and for rendering - CPS does not

iso
11-12-2002, 01:27 AM
thanks stunndman

olivier georges
11-12-2002, 07:42 AM
hi,

-1- you can use deep exploration from right hemisphere, the prog can read lightwave files and write maya files ( mb and ma i think).


-2- i think if the objects have to be as simple as possible, you can use poly


-3- if you want to use cps, you can use a pre-render mel command in Render Globals->Render Options->Pre Render Mel

setAttr "polySmoothFace1.divisions" 5;
and when the render is done use a post render mel command
setAttr "polySmoothFace1.divisions" 1


hope it will help :)

Olivier.

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