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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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Try these if you want.
Attachments:
lofibeads.zip [14.97 KiB]
Downloaded 902 times
x1.jpg [ 60.44 KiB | Viewed 21330 times ]
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Wed Dec 17, 2014 4:01 am |
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Pickled Cow
Rank 17
Joined: Wed Apr 17, 2013 10:59 am Posts: 509 Location: Cursed Pickle Jar
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Again, where do these go?
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Wed Dec 17, 2014 4:03 am |
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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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Pickled Cow wrote: Again, where do these go? If you want with other toys, packname\scenes\objects. It does not matter as long as location is specified by packname\init\std\base\object\sex\init.dat file. You can place somewhere and point the pink dildo to this obj file if want to test.
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Wed Dec 17, 2014 4:16 am |
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tomahawk308
Rank 18
Joined: Sun Jun 22, 2014 3:46 pm Posts: 1094
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thanks modderman
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Wed Dec 17, 2014 8:29 am |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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Nice! With Maya Polygons shelf -> Normals -> Set Normals you can smooth the normals. This makes also the object look smoother.
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Wed Dec 17, 2014 8:57 am |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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Sadly, it's not that easy, as maya is complicated and filemaker needs a proper, non instanciated mesh to work with.
The trick with using normals and still be able to export with filemaker seems to be this:
When you average normals / soften them, the mesh in maya isnt a static mesh anymore, it's calculated by maya at runtime. You can see this in the object list, if your mesh has an "in Mesh" below it. Filemaker wont convert that mesh anymore, because it isn't really there (maya computes it when you load the file) Same goes for most other operations (nurbs->poly, softening the mesh itself, subdivisions etc etc)
The only way I found around that is to do this after you applied normals:
- Select modified object, edit->duplicate special->delete the old mesh - Sometimes filemaker still complains, I found copying the mesh to clipboard and pasting it into a new maya file helps in this case. (Seems to be a maya bug?)
I bet there is a better workflow for this, but so far this has worked for me. (Se my anal beads, they are done this way)
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Wed Dec 17, 2014 2:20 pm |
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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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May be another way to bake history/inputs, but dupe special work. Also Maya 2013 is okay if delete certain tag from the .ma that filemaker can not read. Lastly am okay with model staying LoFi. You can grab rift model if want a better looking. 
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Wed Dec 17, 2014 5:10 pm |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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modderman wrote: May be another way to bake history/inputs, but dupe special work. Also Maya 2013 is okay if delete certain tag from the .ma that filemaker can not read. Lastly am okay with model staying LoFi. You can grab rift model if want a better looking.  That means xpadmin could add that ignore to filemaker to be compatible with maya 2013, which would help I guess. Can you detail which section of the ma file needs removing?
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Wed Dec 17, 2014 5:30 pm |
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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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riftporn wrote: That means xpadmin could add that ignore to filemaker to be compatible with maya 2013, which would help I guess. Can you detail which section of the ma file needs removing? Posted in filemaker thread.
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Wed Dec 17, 2014 5:32 pm |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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Cool  Can you attach the .ma and ini? I would edit them to highres for you if you want.
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Wed Dec 17, 2014 5:33 pm |
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