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created export maya transfer map envelope for use in xnormal?
on 01-11-2012 06:42 PM
I'm looking to bake normals in maya and some other types of maps in xnormal and have the projections line up perfectly between apps. Does anyone know of a way to export maya envelopes for use in xnormal? Alternatively does anyone know how to perform and identical mesh expansiion as the envelope so that I could export that as a custom cage?
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, polycounter,
794 Posts,
Join Date Jan 2005,
Location North Carolina
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I don't know how to export envelopes, but you can get the same functionality by going into vertex mode, and in the Move tool settings Under Move Axis select normal.
This pretty much works like the envelope tool, and works great for things where you need a larger cage on in certain parts and amaller for others (hands etc...)
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, polygon,
745 Posts,
Join Date Jan 2010,
Location St.Lucia, West indies
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If you disable "delete envelope after bake", I think you'll be able to select and save the cage mesh out on its own, and then just use that to bake in XN. Make sure to soften normals first so you don't get any gaps or anything, and then just use a really low raytrace distance.
That shouldddddd work.
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, Moderator,
8,628 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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I use transfer maps' envelope. Enable visibility for the envelope, select and export as obj.
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Hey Guys, I am also having these issues in Maya. I did all suggested above and even went and exported cage out of Maya and I still get the error? I checked the vert count identical? Not sure what to do next?
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, null,
10 Posts,
Join Date Mar 2008,
Location Dallas
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What error are you referring to? I was asking about getting projections to line up between baking applications (which I have determined is not possible between maya and xnormal).
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, polycounter,
794 Posts,
Join Date Jan 2005,
Location North Carolina
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micahmcneely > you need to triangulate every mesh that are coming out from Maya if you want no error 
I forget that sometimes...
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, spline,
242 Posts,
Join Date Oct 2006,
Location France, paris
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Quote:
Originally Posted by funshark
micahmcneely > you need to triangulate every mesh that are coming out from Maya if you want no error 
I forget that sometimes...
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well or just use xnormals sbm format, iv never had issues with the cage mesh not matching if i export the lp and the cage and high usesing that formate.
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, card carrying polycounter,
2,236 Posts,
Join Date Nov 2010,
Location Halifax, NS, Canada
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The latest xNormal has some option in the plugins that needs to be disabled, something to do with a triangulator I think and shortest distance from memory? If you don't turn that off it'll always complain about your cage even when you give it exactly the same model(at least in my experience). Disabling that option in plugins will fix that problem.
Taking the envelope/cage from maya to use with xnormal doesn't produce the same map though, I've had an issue where maya bakes fine but with xnormal I get a seam and no one knows why.
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, spline,
145 Posts,
Join Date Aug 2011,
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It's because they don't bake the same way and not with the same tangent normal.
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, spline,
242 Posts,
Join Date Oct 2006,
Location France, paris
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