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Maya: Scultpie comes out wierd

Victoria Littlebird
Registered User
Join date: 29 Aug 2009
Posts: 4
09-20-2009 06:52
Hai i'm working in maya to make a boot, the boot is fine in maya, verticles have been moved ok, all is regular to me but the sculpty in world looks so wierd like gone flat at the edges, the pointy toe is also gone flat, can anyone explain me how to solve this issue? ty very much



Solved!!!thanks anyway :D
Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
09-20-2009 08:33
If you can't upload a pic directly to the forum, upload it a third party image sharing site like imageshack.us or picoodle.com, and then post a link here.

In any case, did you remember to freeze & reset transformations, and delete history, before you exported your sculpt map? And did you upload the map image losslessly? Failure to do any of those things will result in distorted geometry in-world.
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Victoria Littlebird
Registered User
Join date: 29 Aug 2009
Posts: 4
09-20-2009 08:46
it looks like maya was considering the whole scene and not just the bit i wanted to export
but selecting all the pieces and deleting all by type and freezing and resetting and deleting all by type again it came out correctly

ty anyway choosen
Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
09-20-2009 08:57
I'm glad it's working now. I'm a little confused what you meant by "considering the whole scene". The exporter will only ever look at what's currently selected. You could have a thousand other things in the scene besides just the particular sculpties you want to export, and it won't care. The important things are: Select only the objects you want to export, make certain there's no history and no transforms on them and that there's no hierarchy in place with them, and be sure to upload your sculpt map(s) losslessly. As long as you're doing those things (and of course, using sculpty-compatible geometry), it should always work, regardless of what else is or isn't in the scene.

If that's not your experience, I'd be curious what's been happening. Can you describe what's been going on?
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Victoria Littlebird
Registered User
Join date: 29 Aug 2009
Posts: 4
09-20-2009 09:09
dunno i have no clue what was going on but if u wish i can send u the pic in world so u can take a look ok?

i had to select all the pieces in the scene and delete ALL by type history, freeze, reset and delete ALL by type history
then i selected the piece i wanted to export, clicked the sculpt.mel and exported the texture map and finally worked
Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
09-20-2009 09:37
Maybe a glitch? You shouldn't have to delete history from everything, just from the objects you're exporting. If it truly wouldn't work until you deleted history even from the objects you were not exporting, then the only thing I can figure is something got borked in your scene. That shouldn't be necessary.

Try it with a new scene. Put two objects in it. Sculpt both separately. In other words, one should not be a copy or an instance of the other. Make sure they're two distinct objects. Delete history and freeze & reset transformations from one, but not the other. Export a sculpt map from the one whose history & transforms were removed. It should come out just fine. If it doesn't, then I'd guess something is wrong with either your Maya installation or your version of the exporter script.

If you're OK with Delete All as a workaround, then fine. But there will likely come a time when you'll want more precise control over what gets deleted and what doesn't. I'd suggest trying to hunt down the cause of the problem. Aside from reinstalling Maya, and re-implementing the exporter script, I'm not sure what else to try.
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Victoria Littlebird
Registered User
Join date: 29 Aug 2009
Posts: 4
09-20-2009 09:58
the scene i was using was imported it may be that? cause the others work fine...
but i thought importing was better than copy and paste as u wrote on an other thread..now i'm confused
Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
09-20-2009 10:21
Perhaps there were some naming conflicts on some of the construction nodes. Deleting history from everything would delete all those nodes, which would eliminate that problem, if it did indeed exist. I'm just grasping at straws, though. I have no idea what actually did happen.

One of the things that makes Maya so tremendously powerful is the same thing that tends to make it somewhat error prone. Every scene is a giant relational database. Lots of items have dependencies on all kinds of other items, some of which you can't see unless you know exactly where to look, and some others of which you can't see at all. The slightest corruption, misnaming, or misplacement of a node or file can have rippling repercussions throughout a whole scene.

Importing does tend to be safer than cutting & pasting, but nothing is fool proof. Order of operations can make a huge difference. Sometimes things just break.

If the problem was only in that one scene, then I wouldn't worry about it. If it happens again, try to find similarities between what you did in that scene, and what you're doing at the time. Maybe it's the import procedure you used, maybe it's something else.
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