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Maya Holes?

Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
01-24-2009 09:21
Hi.

When I export to in world from Maya, My stuff always has a hole at the top where all the stitchings meet, I've tried different stitching types but don't know how to solve it

any ideas?

thanks.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-24-2009 13:05
Did you source object have spherical stitching? And was it NURBS or poly?
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Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
01-25-2009 04:12
I'll give an example.

I create a sphere on the stage. NURBs, export it and import to world.

Then it has a hole running through it regardless of the stitching typeelected in world.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-25-2009 09:52
From: Nyx Alsop
I create a sphere on the stage.

What do you mean by "on the stage"? Maya doesn't have a "stage". Do you mean the grid?


From: Nyx Alsop
NURBs

Just a quick side note, as an FYI. Maybe that lower case S was just a simple typo, in which case you can ignore what I'm about to say. But just in case it wasn't, it's important to know that that S is supposed to be capitalized. It's actually the most important letter in the whole thing.

NURBS is an acronym, which stands for "non-uniform rational B-splines". "Spline" is the subject, and all the other words/letters are simply adjectives which describe it. A B-spline is a specific type of spline, a rational B-spline is a specific type of B-spline, and a non-uniform rational B-spline is a specific type of rational B-spline.

By lowercasing the S, the implication is that "NURBs" is perhaps a plural form of "NURB". And since "NURB" is nonsensical to begin with, it can't be either singluar or plural. There's no such thing as "a NURB" or "two NURBs". It's "a NURBS sphere" or "a NURBS surface".

Again, sorry to harp on it if you know that already, but these things tend to confuse so many people, I try to make an effort to nip any potential source of misunderstanding of it in the bud whenever I can, for the sake of any readers who might be brand new to all this.


From: Nyx Alsop
Then it has a hole running through it regardless of the stitching typeelected in world.

In the sculpty export dialog, make sure "Correct Orientation" is checked. If you don't see that option, chances are it's hidden behind a scrollbar, due to a typo in the script. Search the script for the word "scrollable", and if there's a 1 next to it, change it to a 0. Re-run the script, and the scrollbar will go away.

Also, make sure your objects have no history or transformations on them. If all you did was create a new sphere from scratch, and you did nothing at all to it after creation, then this is a moot point. But if you made any edits to it at all, anything from very simple stuff like just moving it around to more complex things deforming its shape, anything at all, then you must do the following before you export:

1. Select the object(s) you want to export.

2. Edit -> Delete by type -> History

3. Modify -> Freeze Transformations

4. Modify -> Reset Transforations

5. Edit -> Delte by type -> History (again)

History and transformation nodes will interfere with the way the sculpty exporter samples the surface. They must be frozen and removed before export, always.


Another thing to think about is how many isoparms are in your object? Anything more than 16 sections x 16 spans can be problematic. For a simple primitive shape like a sphere, it shouldn't matter, but for anything more complex, it's not a good idea to go above 16x16.

Too many isoparms isn't a typical cause of stitching problems, but it's not impossible that it could be. It will definitely cause other problems, though, so keep the numbers as low as possible.


If none of that solves the problem, then I'm stumped for now. What version of Maya are you using?
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Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
01-26-2009 03:55
Thanks that was it.