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animark11
07-02-2003, 10:47 AM
:beer:

I accidently smoothed my polygon model and saved it.
Anyone know of a way to un-smooth polygons?

Thanks a bunch
Myung
"Bite my colosal metal ass!"
:buttrock:

DELTAadmin
07-02-2003, 11:02 AM
I feel that is irrevocable, unless u write a mathematically correct mel script to do it.

rob-beddall
07-02-2003, 11:36 AM
hey!!:wavey:

when you saved the scene did it not ssave the history?
dunno if maya does that or not.

i'm sure there must be a way to do it.
just keep on truckin'
:buttrock:

cheers!!:beer:

webster
07-02-2003, 11:54 AM
If you have history, great !

As i remember, just turn "Iterations" or "Subdivision" or was it "smooth Level" (???) in the channel box to zero and duplicate it

misterdi
07-02-2003, 01:17 PM
Or even type "delete polySmoothFace1" at the command line (assume that is the name of the polySmooth node)

Best regards,

animark11
07-02-2003, 10:32 PM
yay! :thumbsup:

I had to change divisions to 0. yayaaa!
Thanks a lot guys


:bowdown:
I'm not worthy

I'll post my model when I'm done...

Mondo
07-03-2003, 03:27 AM
.....or you can just delete the polySmooth node in the hypergraph. There must be a hundred different ways to do one thing in maya.

rob-beddall
07-04-2003, 07:50 AM
hey!!:wavey:

would you believe it that just 2 hours after posting in this thread, i've gone and done exactly the same thing, only i don't have any history coz like an idiot i deleted it.

so is there any way to get the basic mesh back, if you don't have history?

i'm guessing that there isn't but thought it was worth a try.

cheers!!:beer:

animark11
07-05-2003, 02:39 AM
:p

Synthetic Rayne
07-05-2003, 09:05 AM
Go back to a previous file and work from there... (: This is why it is good to have saves along the way of your process, when something crazi happens. (:

Atwooki
07-05-2003, 03:49 PM
Download the 'Progessive Mesh' Plugin by Erik Pojar.

This quite efficiently reduces the mesh; better than M4.5's 'reduce'
function....

Atwooki

rob-beddall
07-08-2003, 11:42 AM
hey !!:wavey:
thanks atwooki. i'm gonna try and find that plug-in now.

but also have another smoothing related question. when i have my low-poly model and it's ready to be smoothed, how do i keep the hard edges where they are?

coz at the moment i hardened all the uv's where i wanted them on the low-poly one. then i smoothed it and all the hadened uv,s had moved and were no longer in the right places ( corners, edges, etc) so what is the method for working around this?

cheers!!
p.s i had continuation set to about 0.5 ( i played around with the settings but i didn't really get any joy)
:beer:

Atwooki
07-08-2003, 01:32 PM
Here are some details about the 'ProgressiveMesh' Plugin:

ProgressiveMeshDG -- Maya plugin for user controlled creation of
progressive meshes
Copyright (C) 2002 Erik Pojar.
-------------------------------------------------------------------------------
Additional information:
-------------------------------------------------------------------------------

1. This library uses Michael Garland's QSlim2 library.
For information on the QSlim2 library, licensing and downloads, please
refer to:
http://graphics.cs.uiuc.edu/~garland/software/qslim.html
http://graphics.cs.uiuc.edu/~garland/dist/qslim20-license.txt

2. This library uses the boost libraries.
For information on the boost project, and downloads, please refer to:
http://www.boost.org/

As for the 'smoothed UVs issue:

coz at the moment i hardened all the uv's where i wanted them on the low-poly one. then i smoothed it and all the hadened uv,s had moved and were no longer in the right places ( corners, edges, etc) so what is the method for working around this?

You can either 'Pin UV border' or'Unselected UVs' in the Relax UVs option box in the UVTE, or select 'border edges' (in edges mode), convert to UVs, then'invert the selection and 'Relax' the UV's

rob-beddall
07-08-2003, 02:30 PM
hey!!:wavey:

thanks for the extra info atwooki.

but either i'm thinking of the wrong thing or i didn't make myself clear.
i know about the pin uv etc in the UVTE. but what i mean't was this.....

let's say i have 2 poly's at a right angle. i select the middle edge(the corner) then goto EDIT POLY"S>NORMALS>SOFTEN/HARDEN to make that a "hard edge". then when i do POLY'S>SMOOTH, that "hard edge" has moved from the corner and is now half way up the one poly. so it looks as though the corner is halfway up the face. (the hardedned normal is still on an edge tho, just not the edge in the corner)

so i had to go around and "re-harden" all the edges, which took forever on a smoothed poly model.

i will look into what you said to see if it helps, but if i have made it clearer and anyone knows what i am going on about , please tell me what i am doing wrong.

i think i may have confused people by saying uv's instead of normals, sorry:blush:

so here's hoping you can help.
cheers!!:beer:

Atwooki
07-08-2003, 05:13 PM
Try 'Normals ---> 'Set to Face', and then immediately after that go to: 'Normals ---> Average Normals'....

Alternatively, try: ---> polySetVertexNormal ---> and check'unlock normals' first

Atwooki

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