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Maya 2008 help

Dylana Whitfield
Registered User
Join date: 4 Jul 2007
Posts: 17
11-20-2007 11:50
hey guys i need some help here i made some stuff in maya 2008 and i got the script paste it into the bottom right and click the arrow to "execute" them and that window pops up i just rename the title and click export and close or export but when i get my image that i upload it in sl it looks very different from what i made i made a seat a few days ago in maya and it came with a hole in world .... Can anyone please help .. Please
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-20-2007 12:51
First read this: http://www.wikihow.com/Use-English-Punctuation-Correctly

Second, it sounds like your sculpt map is probably incorrectly oriented. In the sculpty exporter window, you should see a checkbox called Correct Orientation. Make sure that box is checked before you export your sculpt map.

That's of course assuming you actually made your source object in Maya correctly. But without seeing it, there's no way to know that. Did you make it with spherical topology, meaning is it a single contiguous surface with two distinct poles? If not, then it's not going to work.
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Dylana Whitfield
Registered User
Join date: 4 Jul 2007
Posts: 17
11-20-2007 13:24
From: Chosen Few
First read this: http://www.wikihow.com/Use-English-Punctuation-Correctly

Second, it sounds like your sculpt map is probably incorrectly oriented. In the sculpty exporter window, you should see a checkbox called Correct Orientation. Make sure that box is checked before you export your sculpt map.

That's of course assuming you actually made your source object in Maya correctly. But without seeing it, there's no way to know that. Did you make it with spherical topology, meaning is it a single contiguous surface with two distinct poles? If not, then it's not going to work.


When you say "with two distinct poles" what do you mean by poles ? What i do is i take a nurbs sphere,then shape it , then i convert it into a polygon. after that i just export it but ill try that checkbox u said, see if it helps ..
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-20-2007 15:14
From: Dylana Whitfield
When you say "with two distinct poles" what do you mean by poles ?

When you look at a NURBS sphere, see how the top and bottom rows of CV's are each squished to a single point at the top and bottom of the sphere? Those are poles. You see the same thing when you look at a globe. The North pole and South pole are where rings of latitude become so small that they become a single point.

From: Dylana Whitfield
What i do is i take a nurbs sphere,then shape it , then i convert it into a polygon. after that i just export it but ill try that checkbox u said, see if it helps ..

Don't convert it to a polygon. That's your problem right there. Maya by default does not UV map polygons the same way SL does. SL is looking for a perfect UV space, such as you'd get from NURBS. But Maya by default will use a sawtooth pattern for the top and bottom rows of UV's. Unless you take steps to correct this, you'll end up with all kinds of strange results in SL as a result. Just leave the object as a NURBS surface, and you'll never have to worry about UV's.

For the simplest, can't-fail results in Maya, here are the rules:

1. Always start with a NURBS sphere. Deform it however you want to create the shape you're after, but topologically, it must remain spherical. Spherical topology is defined as a singular, contiguous surface, stitched along one edge, with two distinct poles.

2. Do not tear the surface. Deform and distort the sphere however you want, but don't break the stitching, and don't move any individual polar vertices away from the poles themselves. If you can see a hole anywhere in our surface, you're doing it wrong. Keep it contiguous.

3. Due to the way NURBS interpolate, and the way the sculpty exporter samples surfaces, it's best to use no more than 16 sections and 15 spans in your NURBS sphere. You can use less, but don't use more.

4. Maya has three different preset interpolation methods for displaying NURBS surfaces on-screen. Setting 2 will look closest to how SL will recreate the surface in-world. To select setting 2, simply select a surface and then press the 2 on your keyboard. (Setting 1 is too angular, and setting 3 is too smooth, just so you know.) Don't forget to do this, or you may be surprised when your in-world sculpty doesn't quite look like what you thought you were seeing in Maya.

Follow those 4 rules at all times, and you should be fine.
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