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View Full Version : please explain the whole thing whith the channels


Leionaaad
07-14-2010, 08:25 PM
I have a hard time understanding how to use them in my advantage. Fact is, when i export the model to maya to get it rigged, some objects flip. The ones I mirrored, but not all of them.

Where can I find something equivalent with the maya "freeze transform"? I tried zero transforms all, freeze all, reset all in the items menu, everything is the same.

I could only get it right if I pressed ctrl+x, deleted all the unwanted channels then pasted the polygons back.

Can you explain to me how can I use those channels? thanks

Burritoh
07-18-2010, 01:19 AM
When you flip the objects in modo, are you flipping them in item mode (i.e. flipping the mesh item) or are you flipping the actual polygons? And when you say flip, do you mean mirror? In modo, flip means to invert the normals. Just wondering what exactly happened...

Leionaaad
07-18-2010, 06:44 AM
I used instance mirror, which was converted to mesh before export to fbx (otherwise got renamed every time I opened it in Maya.) So it is at item level.
When I used at the polygon level everything was fine. Some objects I want to keep separate though and have symmetry working.

The main problem is that I can't get rid of the values added to the channels. for the mirrored objects there is 0 180 180 rotation and -100 -100 -100 scale.
After I make the instances mesh, I would like to get rid of these values (0 0 0 rotation and 100 100 100 for scale), yet the object to stay in place.
I can Ctrl+x the polygons, delete all the values from the channels then paste them back. This one works fine, however when you have 68 different instances it's getting annoying.
I was wondering if is possible to have everything in one click.

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07-18-2010, 06:44 AM
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