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Hakan Wind
Registered User
Join date: 16 Oct 2006
Posts: 3
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01-06-2008 02:13
Hello everybody, First of all im not very good in english so forgive me if i make some mistakes  . Well i made a Car in Maya, exported to SL, looks fine for me. But atm i tryed to make it physical, the car jumped up and fall/roll like a ball, so i tryed to find the reason and set every prim to the default sculpt map texture, it was terrible to see that the default sculpt are more than 3x bigger than the car parts. So i get back to Maya 8.5 and try to export the sculpt this time with a yes to "Maximale Scale", but this option works only sometimes for me(there is no problem to export the texture, but if u upload it to SL,nothing is original its broken), i dont know why but i only find out that "Maximale scale" option only works if i make something simple sculpted(exmpl: a spiked ball). But if i try to export a car part like the ummm "the side where the wheels come in", Maya makes a sculpt map texture but SL presents it to be broken. I just want to drive my car on the ground so the rest of the bugs like stand on it is uninmportant for me. Please Help me guys, i really need help on this cause i worked on my holdidays just for this car and now i cant drive it  ill pay money too if u can help me!! greetings
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2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
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01-06-2008 02:28
Hi Hakan,
Try taking your broken car part into a paint program and rotate the sculpty image 90 degrees.
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Hakan Wind
Registered User
Join date: 16 Oct 2006
Posts: 3
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01-06-2008 02:38
hey 2k, thx for ur help, but it wont change anything. here some better infos  ! I made a Car in Maya( Nurb 16x16 each prim,no cuts). Everything is wonderful.I uploaded everything to secondlife, and everything is fine. There is just one problem. I cant use "Maximale Scale" on some(or most) of the prims in Maya, so i have to export everything without maximazing the sculpt maps. So if i make a sculpt prim in SL and add my sculpt maps into it, the prim is getting very small, so i need to make it very big to get the perfect match of the blueprint. After i builded everything on SL, i found out that my car only read the physics of the default sculpt maps(apple), so the problem is, my car is hovering 3meters up, and rolls like a apple to the site. So i need help to get the sculpt maps on maya maximaized, but i dont can find the reason why it wont do this with some nurbs. here is a picture: http://img255.imageshack.us/my.php?image=thisproblemle5.jpg
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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01-06-2008 07:58
Hakan, before you export your sculpt maps, do the following:
1. Select all the objects you plan to export.
2. Modify -> Freeze Transformations
3. Modify -> Reset Transformations
4. Edit -> Delete by type -> History
5. Now export all your maps with Maximize Scale turned on.
Everything should work just fine now. By freezing transformations, you've told Maya that the objects all have zero rotation, and that they have a perfect scaling of 1 in all dimensions. By resetting transformations, you've told Maya that the objects all originate at the origin of the universe (the center of the grid). Finally, by deleting the construction history, you've told Maya that the state the objects are in now is the state they've always been in. Maya now has no idea how the objects were made, only that they exist in their present forms and that those forms are perfectly neutral, not augmented in any way.
This all allows the sculpt exporter just to sample the shapes as they are, rather than having to think about any of the steps it took to modify them from the perfect spheres they started as to their present forms. Now when you hit Maximize Scale, the exporter will be able to determine proper sizes for everything.
That said, keep in mind that the bounding box for sculpties will always be fairly spherical (it's actually toroidal, but that's close enough). It will never ever match the actual visual shape of the sculpty. For best collision results with things like cars, put a couple of invisible boxes around the car to act as a collision lattice, one for the main body of the car, and one for the canopy. This won't be perfect either, but it will be a lot better than letting the sculpties actually collide with things.
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Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
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01-06-2008 10:11
From: someone By freezing transformations, you've told Maya that the objects all have zero rotation, and that they have a perfect scaling of 1 in all dimensions. This is also good to do in 3DS Max if you are doing certain tricky things. Reset X-Form has saved me from having to do some uber rotation math. Then hit Measure and grab the scale ratios.
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Hakan Wind
Registered User
Join date: 16 Oct 2006
Posts: 3
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01-06-2008 10:25
Omg!!! Youre So Awesome , Thank You So Much With All Of My Heart!!
I Wish You Everything!
Thaaanx!!!!
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IAm Zabelin
Registered User
Join date: 13 May 2007
Posts: 132
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01-29-2008 18:42
Hi Hakan,
You can also open the sculpt texture in your paint editor and adjust the color range of the 3 colors (red, green, blue - one per axis) to scale the sculpt on each axis. So if you want it maximized to fit in the bounding box on all axises, goto Levels in Color Options in something like Gimp, and click the Auto button which will maximize the scale of the 3 color-ranges, and therefore maximize the sculpt size. Then just scale each axis in SL to suit, and you'll be reducing the bounding box too.
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