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File: 1477774434197[1].png (93 KB, 1198x680)
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Does anyone know what the Maya equivalent of converting a mesh to an editable poly in 3ds max is? or i guess baking down all the layers of modification you added to it? because i modeled this thing at least 4 times now, every time i save and reopen it, its broken. the little floating polygon you see on the screen is spouse to be this big ornate pace around the object but it breaks every time i save. I think its because i mirrored it or something. Pls help. I just switched to maya from max few weeks ago.
import maya.cmds as mc

original_selection = mc.ls(sl=True)
mc.select(mc.polyCube(ch=1,o=1,w=1,h=1,d=1,cuv=4), r=True)
mc.select(original_selection, add=True)
merged_shapes = mc.polyUnite(ch=1, mergeUVSets=1)
mc.select("%s.f[0:5]" % merged_shapes[0])
mc.select(merged_shapes[0], r=True)
mc.rename(merged_shapes[0], original_selection[0])

use that python script and that should do the trick - apologies if I've copied that wrong, I know fuck all about scripts, but this works great for me

there's the link I got it from
File: c9bc1b8731[1].gif (248 KB, 592x530)
248 KB
248 KB GIF
side question: anyone know wtf is going on and how to fix it?
was this a duplicate or a mirrored polygon?

if it was, take the original and export it as .obj, then bring it back in to maya. if not, export that as an .obj and try the same. of course delete history/freeze transforms etc if you haven't.

this happened to me when i was modeling a bunch of small curved pieces not unlike that one, i'm not sure exactly why but i think it might have to do with duplicates sharing transforms. i could be entirely wrong.
i mirrored it and it happpened
then that's probably why. just trying a dupe instead. if you need pinpoint rotations use the channel box or hit J for incremental rotation (15 degree snaps)
do you happen to know how i might be able to mirror or "flip" an object to face the other way? like i have stairs that are curving to the right, and i need the same thing on the other side to curve into the left, so i need to flip it. the mirror tool is not it
Mess around with it. Make it work.
edit > delete by type > history
This bakes all mesh modifiers into the current mesh shape. it's also aaa good habit to freeze transforms on the mesh after deleting history.

modify > freeze transformations

ctrl+shift+MMB click on a menu option will add it to the current shelf as shortcut.
or hold spacebar in the viewport to bring up the marking menu which shows the top bar dropdowns at your mouse position.

type -1 into the scale for the axis you want to flip it in, then freeze transforms. You can't delete history on an instanced mesh, so it's best to delete the instance and duplicate + flip the original.

There're some things this isn't good enough for though, such as importing a frozen transformation / deleted history ncloth into Ue4. Just comes up as the original poly plane, pretty odd. Only that script I posted above makes it work.
That is likely something to do with the way nCloth dynamic meshes are linked to a hidden base shape mesh that they derive their topology from. There is a way to bake down the cloth sim into the original mesh and prevent this, but i don't recall what it is.
Why are you making that super low poly when you can just bake it down and chieve bastically the same thing?
Why are you necroing?
do you have the mesh grouped, and if so is that group scaled?

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