tripNfall opened this issue on Nov 17, 2002 ยท 10 posts
tripNfall posted Sun, 17 November 2002 at 6:55 PM
Here's what I'm doing:
1)Exporting Michael out of Poser as an obj
2)Importing Michael into Maya and making some modifications in Maya
3)Exporting the modified Michael out of Maya (note that I am also changing the model link text in the Poser file to reference the modified Michael).
The trouble happens when I open the modified file in Poser. Everything looks great except for some reason the left forearm is not there. Morphs work and textures are there. Everything else looks fine, but there but no left forearm. I have checked visibility. I have checked and switched normals. I have opened the model in Deep Exploration and it looks fine there.
I've been checking in both Poser 4 and 5, and I am using Maya 4.5
Any hints, link, ideas, solutions, or pity would greatly be appreciated.
ds
ScottA posted Sun, 17 November 2002 at 7:21 PM
Open the new .obj file in UVmapper and check to see that the lForearm group is still there and named correctly. If the name is altered in any way. It won't match the name that's in the .cr2 file and it will be invisible in Poser no matter what you do. ScottA
Velen posted Sun, 17 November 2002 at 7:40 PM
also check that you normals on the left arm havent been reversed by mistake. its easy thing to have happen and then it wont show or will only patarly show in poser. hope this helps Laters Vel
tripNfall posted Sun, 17 November 2002 at 11:33 PM
Thanks for the quick responses.
ScottA - I checked in UVmapper and in Deep Exploration (a 3d model translator) and the name is the exact right name. In my tests, I hardly change any aspects of the model, except moving some vertices, so I don't have much of an opportunity to mess up the names ;)
I did find something interesting in UVmapper, though. There is an extra group called "default" in the modified Michael figure. It does not show up in Deep Exploration or Maya but does appear in UVmapper.
Vel - I checked the normals in Maya and everything is fine. However, I do not know how to flip normals in Poser, so maybe there is a problem once it is imported.
I was able to use a different method to export and import the modified Micheal that keeps the left forearm, but the morph targets and texture maps are messed up.
Thanks for the help, I'm still looking for the answer.
ScottA posted Mon, 18 November 2002 at 10:30 AM
Sometimes the programs you model in will do something when you save them. Cinema4D for example puts a 1 at the end of body parts. Then truncates all the other numbers to a higher number. That causes the same invisibilty issue you're having if you don't change the names back in UVmapper. The first thing you should do is make sure you're hunting for the right problem: Import your .obj file intop Poser as a prop. If the forearm is visible. The problem is something in the naming structure. If the forearm is not visible. The problem is with the mesh itself. ScottA
tripNfall posted Mon, 18 November 2002 at 11:27 AM
ScottA - Good advice. Yea, I have imported the model as a prop and everything is there.
So, I believe it is either a naming thing or Maya is adding an extra group that is taking the place of the UVs of the left forearm. The reason I think this is because when I load the original p4 man model into UVmapper there is 53 groups, but when I load the Maya modified p4 man there is 54 groups. The default group is at the top of the list. Also, it does not seem that there are any actual UVs for the default group. Is there a way to delete groups in UVmapper? I'm relatively new to UVmapper, of course I will be digging through the manuals soon.
Thank you very much.
Velen posted Mon, 18 November 2002 at 11:32 AM
depending on what you did to modify the model in maya. it will creat a mirror of the model and call it default. to get rid of this you need to turn off history. once you do that maya will mod the imported model and not its work coppy. hope this helps Laters Vel
ToolmakerSteve posted Thu, 21 November 2002 at 12:01 PM
ToolmakerSteve posted Thu, 21 November 2002 at 12:04 PM
I mean, try conforming some of Michael's clothes to your exported Michael, even before you modify it. If they no longer fit right, then you should start over with the Geometry file, not an "Exported" obj.
tripNfall posted Sun, 01 December 2002 at 12:17 PM
I know this is a little late, but thanks for all the responses. I haven't the time to completely figure this out, however all your post have help pin-point the problem. I think the problem has to do with Maya adding a default set. Thanks