Exporting NURBS from Maya strangness
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Maeryn Graves
Registered User
Join date: 20 Jul 2007
Posts: 7
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08-19-2007 21:13
Hello,
I've been playing with Maya and trying to get the Advanced Sculptie Exporter Script to work. As posted in an earlier thread, I had some difficulties exporting a cone and a cylinder. I assume that they don't export properly because of the additional flat surfaces. So I recreated my design with spheres and a torus. Figured out the lighting and texturing (to a basic degree).
When I try to export the scene, a couple of things seem to go wrong. First, although I click the box to generate the primscript. It doesn't seem to create any script that I can find.
Second, the scuplt map files that it outputs result in scuplties that look *nothing* like the objects I had created in Maya. The three spheres look more like clamshells than they do spheres. The Torus imports into SL or Wings as a thin wire that is formed into a square with an opening on one side, kinda like a C, but with right angles.
Can anyone suggest what I might be doing wrong? Should I be starting with a different base primitive? Should I use a certain tool to modify the shape other than the NURBS push/pull tools?
Any help would be appreciated. Thanks in advance,
Maeryn
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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08-20-2007 04:12
From: Maeryn Graves Hello,
I've been playing with Maya and trying to get the Advanced Sculptie Exporter Script to work. As posted in an earlier thread, I had some difficulties exporting a cone and a cylinder. I assume that they don't export properly because of the additional flat surfaces. So I recreated my design with spheres and a torus. Figured out the lighting and texturing (to a basic degree).
When I try to export the scene, a couple of things seem to go wrong. First, although I click the box to generate the primscript. It doesn't seem to create any script that I can find.
Second, the scuplt map files that it outputs result in scuplties that look *nothing* like the objects I had created in Maya. The three spheres look more like clamshells than they do spheres. The Torus imports into SL or Wings as a thin wire that is formed into a square with an opening on one side, kinda like a C, but with right angles.
Can anyone suggest what I might be doing wrong? Should I be starting with a different base primitive? Should I use a certain tool to modify the shape other than the NURBS push/pull tools?
Any help would be appreciated. Thanks in advance,
Maeryn Turn off "Maximize Scale". It's all kinds of buggy, with some shapes. Your "torus looks like a square wire" sounds like one of it's more common issues. If you need to do what maximize scale does, do it by hand, don't trust the plug in to do it. And the fact that its open on one side... either try setting your sculpt type to torus (It doesn't do so automatically), or you need to rotate your sculpt texture.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Maeryn Graves
Registered User
Join date: 20 Jul 2007
Posts: 7
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08-20-2007 09:00
Thank you Reitsuki for your reply.
That certainly seems to have helped a great deal with the deformation of the sculpt maps. I'm still not sure if it's creating the Primscript that is supposed to describe the scene. I've found a file called sculpt.primscript but it doesn't seem to be in a format that I can upload and when I try copying and pasting it into a notecard, it pastes in a bunch of characters that look like they are Japanese, and when I enter the command to rez the object, the chat window pops up with a few lines of characters that look to be Japanese, but nothing happens.
The file that I found was created in the same folder as the sculpt.mel file, while all the other files were created in my Projects/Default folder. Where should I be looking for the primscript file?
Thanks,
Maeryn
Edit: Not sure if it matters, but I'm working on a Windows computer. I've made the change listed in the wiki "-scrollable 0" in the .mel script so that the Generate Primscript box shows up.
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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08-20-2007 10:26
From: Maeryn Graves Thank you Reitsuki for your reply.
That certainly seems to have helped a great deal with the deformation of the sculpt maps. I'm still not sure if it's creating the Primscript that is supposed to describe the scene. I've found a file called sculpt.primscript but it doesn't seem to be in a format that I can upload and when I try copying and pasting it into a notecard, it pastes in a bunch of characters that look like they are Japanese, and when I enter the command to rez the object, the chat window pops up with a few lines of characters that look to be Japanese, but nothing happens.
The file that I found was created in the same folder as the sculpt.mel file, while all the other files were created in my Projects/Default folder. Where should I be looking for the primscript file?
Thanks,
Maeryn
Edit: Not sure if it matters, but I'm working on a Windows computer. I've made the change listed in the wiki "-scrollable 0" in the .mel script so that the Generate Primscript box shows up. I've only use the generate primscript thing a couple times, I found it more of a hassle to set up than it was worth, but I seem to recall the primscript was in the same folder that all of my textures were saved in. It definetly shouldn't "seem to be in japanese"... It's just a lot of gobledegook, filenames and positions and scales and such, but it should definetly be in "english", or at least alpha-numeric characters.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Wynx Whiplash
Registered User
Join date: 25 Sep 2004
Posts: 339
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08-20-2007 14:41
From: Reitsuki Kojima Turn off "Maximize Scale". It's all kinds of buggy, with some shapes. Your "torus looks like a square wire" sounds like one of it's more common issues. If you need to do what maximize scale does, do it by hand, don't trust the plug in to do it. And the fact that its open on one side... either try setting your sculpt type to torus (It doesn't do so automatically), or you need to rotate your sculpt texture. Reitsuki: how do you do what maximize scale does by hand? What's the trick? Huh huh huh? Enquiring minds want to know! (especially since maximize scale doesn't seem to be working for me at all)
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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08-20-2007 17:30
From: Wynx Whiplash Reitsuki: how do you do what maximize scale does by hand? What's the trick? Huh huh huh? Enquiring minds want to know! (especially since maximize scale doesn't seem to be working for me at all) Well you can't quite do what it does by hand  But the basic idea behind maximize scale is when you make a particularly un-spherical shape, it squishes it back down into a sphere. So, do the squishing yourself. Create a sphere in Maya, take your sculpt-shape, and resize it until it takes up the maximum amount of space inside of the shape you rezzed as you can, without shifting the relative positions of the vertexes. Unfortunately the plugin seems to try to make a perfect square out of your shapes, which isn't really what you want.
_____________________
I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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