I was creating that slide door closet, it looks fine in maya, but when I export it it looks really weird.
That's how it looks like in Maya.
That's how it looks like in Model Editor.
Get sure that every mesh has the pivot at the center (0, 0, 0) an with 0 rotation. Then, export again.
I'm not a maya pro, so I don't know exactly what do you have to do, but I had (and have) problems with the pivot in Blender already, so I know some of these things that don't change with the programs
easiest way (What I always do) just combine and separate. You could also set the pivots to 0,0,0 but I find combine > separate is easier/quicker
This is weird, never had that before!
Thanks alot guys
Or you could just use it as a shelf
Quote: easiest way (What I always do) just combine and separate. You could alsoset the pivots to 0,0,0 but I find combine > separate is easier/quicker
Jup, it's quick and easy but take care, those two functions cause a helluva mess in the outliner, cluttering your scene hierarchy with groups and transform nodes and whatnot. Make sure to delete your objects history and clean up the outliner afterwards for a clean and bug-free scene!
Another quick way to move the pivot around is to just hit the "insert" key while in the move tool to switch to pivot-mode. You can then snap the pivot to the center of the grid by holding X for grid snap.
Before exporting or skinning a model to a rig, I select them and do
- Modify > Freeze Transformations
- Modify > Reset Transformations
- Edit > Delete by type > History
Then export. It sets the translation and rotation of the model to 0, 0, 0, and scale to 1, 1, 1, while putting all mesh manipulators/pivots to the center of the grid. Nice, clean mesh ready for export =]
(04-20-2013, 12:17 AM)Hirnwirbel Wrote: [ -> ]Quote: easiest way (What I always do) just combine and separate. You could alsoset the pivots to 0,0,0 but I find combine > separate is easier/quicker
Jup, it's quick and easy but take care, those two functions cause a helluva mess in the outliner, cluttering your scene hierarchy with groups and transform nodes and whatnot. Make sure to delete your objects history and clean up the outliner afterwards for a clean and bug-free scene!
Another quick way to move the pivot around is to just hit the "insert" key while in the move tool to switch to pivot-mode. You can then snap the pivot to the center of the grid by holding X for grid snap.
Yep I've seen it duplicated each and every single cube I had, colored it white (textureless) and I had to delete the clones.
I should just center the pivots next time, I just had no idea how to.
Thanks for the info, now I can do it next time
(04-20-2013, 06:38 AM)Statyk Wrote: [ -> ]Before exporting or skinning a model to a rig, I select them and do
- Modify > Freeze Transformations
- Modify > Reset Transformations
- Edit > Delete by type > History
Then export. It sets the translation and rotation of the model to 0, 0, 0, and scale to 1, 1, 1, while putting all mesh manipulators/pivots to the center of the grid. Nice, clean mesh ready for export =]
Hey thanks, I am new to Maya and I have no idea which tools to use and when, so it's cool to get around some more tools.
I didn't know what to do to center everything at one piece but that one works like a charm.