obj , maya

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obj , maya

Postby fritz8 » Mon Jan 20, 2014 9:43 pm

hi
im new to 3d , learning maya
see makehuman @youtube
when i export obj in ver 7 i can select different part
i can rig easily even im learning
Image
r6815 .. when i try to export obj i cant import it in maya
namespace name contains no legal characters
fbx .. i get the mesh one piece

i make something worng ?
can i make the t pose using alpha 8 or quick fix like script

maybe this posted before .. sorry
thx
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Re: obj , maya

Postby duststorm » Mon Jan 20, 2014 9:53 pm

fritz8 wrote:can i make the t pose using alpha 8 or quick fix like script

viewtopic.php?f=14&t=9884

If you export to Maya using FBX you can have an already rigged character.

I'll have to investigate the Maya OBJ importer issue. Perhaps this is your solution (I don't use Maya): http://simplymaya.com/forum/showthread.php?t=23371 or http://forums.cgsociety.org/archive/ind ... 58878.html, http://www.creativecrash.com/forums/gen ... g-problems
A general tip: avoid non-ASCII characters and spaces in your file name when exporting, maybe that helps.
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Re: obj , maya

Postby fritz8 » Mon Jan 20, 2014 10:00 pm

duststorm wrote:
fritz8 wrote:can i make the t pose using alpha 8 or quick fix like script

viewtopic.php?f=14&t=9884

If you export to Maya using FBX you can have an already rigged character.

I'll have to investigate the Maya OBJ importer issue. Perhaps this is your solution (I don't use Maya): http://simplymaya.com/forum/showthread.php?t=23371

thx for quick reply
so i fix it in blinder then export to maya ? sorry to ask :oops:
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Re: obj , maya

Postby duststorm » Mon Jan 20, 2014 10:06 pm

fritz8 wrote:so i fix it in blinder then export to maya ?

Yes. Or you find your own solution in Maya, but then you're on your own. I mention it because you asked for a script (the tutorial uses a Blender script).

Reading this I think I know what the problem is:
http://www.fuse-design.org/blog/tutoria ... ter-import

When importing a file in Maya, it uses the filename for the namespace of the imported object. I have a suspicion you used spaces in your filename, and that Maya namespaces do not accept spaces.
so: do not use spaces in filename! (this is a good advice in general, never ever use spaces in filenames unless you want trouble)
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Re: obj , maya

Postby fritz8 » Mon Jan 20, 2014 10:09 pm

=
A general tip: avoid non-ASCII characters and spaces in your file name when exporting, maybe that helps.
=
same name for alpha 7 , 8
also when i use zbrush to edit and pose it i can import it right .. the file name was 8

1 more question
=
If you export to Maya using FBX you can have an already rigged character.
=

yes but as i learn to skin .. i learned i select the bones like arm and skin , legs .. etc
i can do this using file exported from alpha 7
but alpha 8 1 piece .. nothing in outliner
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Re: obj , maya

Postby duststorm » Mon Jan 20, 2014 10:39 pm

fritz8 wrote:but alpha 8 1 piece .. nothing in outliner

We abandoned the facegroups in Alpha 8
But if you really want to learn skinning you're better of with the A8 mesh, the facegroups of the A7 mesh is kind of cheating.
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Re: obj , maya

Postby fritz8 » Thu Jan 23, 2014 4:28 pm

thx
1- any hope makehuman will add the t pose ?
2- viewtopic.php?f=14&t=9884 .. setup blender , try to find makewalk but not available , only mhx import
ok i import it .. but how i select and move something !!
all i get is circle
Image
blender is wired
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Re: obj , maya

Postby fritz8 » Thu Jan 23, 2014 5:31 pm

fritz8
 
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Re: obj , maya

Postby duststorm » Thu Jan 23, 2014 5:36 pm

The latest version of the blender scripts is always included with your makehuman download (be it nightly package or svn checkout).
Look in the tools/blender folder of your MakeHuman directory.
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