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Hash, Inc. - Animation:Master

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Posted

I am attempting to export a model from A:M. Maya and several other software give an "error"....

 

To make a long story short, I need to export from A:M and it won't work. Any ideas why these plugins don't work correctly?

 

Or ways to work around this? Can "Hooks" or "5 point patches" be the problem?

 

I went back to V.16 and tried that version, but received the same welcome in other Apps......"ERROR"

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Posted

You might have to ask this in a Maya forum as an OBJ should be recognizable as such in any other application.

 

I need to export from A:M and it won't work.

 

At present it sounds like that part is working.

It's the import in the other application that isn't working.

There are a few (free and paid) conversion programs available that you can convert OBJ to FBX or other format. You could try those.

You could also open the OBJ and save it out as OBJ to make sure nothing extraneous is left in the file to import.

 

Added: To ensure maximum Maya compatibility you might use their FBX converter.

Because it doesn't directly save OBJ from OBJ you'd have to run through the interim format of FBX.

So.... convert from OBJ to FBX and then set it all up again to convert FBX to OBJ.

Obviously some data might be lost in transition because of the extra step.

 

 

Meshlab can go the direct route from OBJ to OBJ.

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  • Hash Fellow
Posted

Back when I had Maya I was able to export an OBJ from A:M and into Maya.

 

First test... can you export a simple case object like a sphere from A:M and get Maya to accept it?

Posted

I did finally get it into Maya, but it took some trials. At present it seems to be three things that allow it to work. It must be exported with 1. triangulated mesh only, 2. Remove deginerated faces, and 3.export normals...

 

HOWEVER....I also kept the materials export turned OFF.

 

I need to get it into Sculptris and there is an error there because poly apps seem to interpret 5 point patches in such a way as to have polys with more than 4 edges. That causes sculptris to crash.

Posted

OK.... So I was able to pull out the Maya "Hat" and fix the poly model making it importable from a Maya obj export into Scuptris.

 

This is important for getting a character started into sculpting. I don't have 3D coat, so I cannot say if you have to do the same for

importing an AM model there as well. This process, required having some familiarity with Maya.

 

The results....or at least a start: Hash to Maya to Sculptris.jpg

Posted

No u dont need to go that way. 3dcoat handles A:M obj-exports as is. At least for the tests I did and a few different exports I did.

 

See u

*Fuchur*

Posted

I have been using the A:M obj exporter successfully from AM into C4D and E3D... it is a lifesaver!

Me too, even full textured....

Posted

I imaging A:M has an exporter that works better with C4D and E3D. Doesn't seem to work as well with some. But I think that would be the case with any exporter.

Posted

 

I have been using the A:M obj exporter successfully from AM into C4D and E3D... it is a lifesaver!

Me too, even full textured....

 

Really? I am only able to make groups that I then re-shader in the new app... I don't get any of my decals to come thru. I would be interested in your workflow to get textures(decals) from A:M into C4D and E3D... if you could.

Posted

Did you copy the texture files next to the obj-file (same folder)? I think some OBJ-Exporter/Importer can't interpret folderpathes.

This has helped me before with textures and directx-files.

 

See you

*Fuchur*

Posted

3d Coat might be worth looking into since you can take the AM obj, paint it and send it directly to Maya via their Applink.

There is a Steam version of 3dCoat for much less money but has a limited texture size.

Posted

What is the process to go from Hash to 3D Coat? Is there a plugin out there? Do you export via the obj plugin? What are the right settings for the export?

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