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Maya export question: Clamping axis sizes

Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
08-20-2008 09:38
I'm working on a build where I need to use mega prims to get the effect I want, however Maya isn't cooperating with me when I'm exporting my build. The base of it tapers up to a thinner portion from a wide bottom, but my second part that goes on top of the thinner portion of the base is as wide as the widest portion of the base in SL, despite being perfect in Maya. I know how to fix this problem in Blender, but doing this work would be a lot harder in Blender than Maya.

Is there a way to make Maya export the segment with the correct ratios, rather than maximizing them along every axis?
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
08-20-2008 10:14
I'm not sure I understand the question. Are you using sculpties, or trying to make a go of regular prims with Maya? I think I understand your description of the shape you're trying to make, and your description of the improper results, but I'm not totally sure. Screenshots?
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
08-20-2008 10:41
Sculpties yes, but working with mega prims so I can't resize them. Thus the idea of exporting the scene and using scripts to piece everything together and rescale it all as needed doesn't apply (unless Andrew's enabled arbitrary mega prims for us and I'm unaware of it?). I can't provide a screen shot at the moment, but ASCII wise, it's like this:

http://feynt.kicks-ass.net/ASCII_Art.txt

The top is as wide as the widest part of the bottom, which I don't want. In Maya the top and the thinnest part of the bottom line up, which is what I want (essentially producing a long, seamless pipe). Settings for the top and bottom objects in Maya and SL are identical (same spans, scales, rotations, and export options, though I have tried every export option to no avail). I've tried multiple exports at once, resizing the top portion and futzing with its scale (changing its scale does change the exported object's size, however it leaves me with an incorrect object in Maya).

What's happening is obvious, the sculpt map is not being clamped to a ratio. It's being expanded to fill the entire -1 to 1 distance of the prim on every axis (like it's designed to normally, assuming you were able to resize the prims as needed). What I need is for it to maintain its relative dimensions along the X and Z axis, in relation to Y (the tallest portion, which I want to be the full size of the sculpted prim's Z axis), so I don't have to resize the prims at all and can just put down as many 20m^3 mega prims as I need to line up pieces.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
08-20-2008 11:02
If you turn off Maximize Scale, and you remember to remove transformations and history before you export, the "size" of each object should be 1x1x1, regardless of where its vertices are (as long as no two vertices are more than 10 units apart). If you then apply both sculpt maps to the same size megaprim, their apparent sizes should come out to scale, relative to each other, no matter what the actual sizes are. As long as they're both prims are the same actual size as each other, it should work.

I'm speaking somewhat theoretically, though, as I haven't done much with sculpted megaprims. I have however, done quite a bit with sculpted "mircro-prims" or "nano-prims" or whatever it is we're calling stuff smaller than 1 centimeter these days. Turning off Maximize Scale is the key to making tiny stuff work. I have to assume the same principles apply to big stuff as well.
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Feynt Mistral
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Join date: 24 Sep 2005
Posts: 551
08-20-2008 12:55
I don't know how to clear history, I'm sort of self learning Maya. I'm more of a poly modeler (old argument, if I could just do arbitrary meshes, I'd be done by now), so Maya which is focused more on NURBS was never a focus in any of my learning. Through a video tutorial though I learned to freeze transformations, if that's the "removing" you were talking about. That didn't seem to change anything upon exporting though.
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I dream of a better tomorrow in SL!
You should too. Visit, vote, voice opinions.
Support CSG! Tell LL how much it would mean to subtract one prim from another!
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