Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 18-12-2013 , 11:25 AM
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Quick selections - How to store.

Hi,

First of all, wish to thank all of you fellow users helping me out learning Maya, you are a very helpful folk. Now the question: I make quick selection sets and save them on the shelf while texturing so that I can easily assign materials to the model's specific areas. (By the way that might be a silly way of doing it, if you happen to have a better workflow, will be glad to hear it, too.) The problem is, after saving the file and re-opening it, Maya doesn't remember the selection sets and give an error 'No object matches name'.
Any ideas as to what might be going wrong there?

Cheers, guys.

# 2 19-12-2013 , 01:00 AM
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The selection set should be saved with the file so I don't know about that.

Assuming these are the final shaders, per face shader assignments are messy to manage and likely to create messy looking shading because the hard lines that will separate the shaders will often look rather odd. I do this only when projecting and laying out UVs, I have several solid color lamberts so I know what chunks of faces have been mapped. Otherwise the model will consist of separate parts that are grouped practically, then those groups will be under a parent node(like a curve), this enables easy selection, repositioning and shader assignments.


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# 3 19-12-2013 , 08:09 AM
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As Gen said applying diffrent textures to diffrent faces will make it very hard to get away with nasty texture seams ... found a pic on google to show you what i mean (in school atm so cant demonstrate with my own work sorry .. ) https://www.moonday.fr/wp-content/upl...nwrella_01.jpg

i'd suggest you to try and uv unwrap your model and avoid as many cuts as you can since this is your main thing to think about when unwrapping a model ... user added image


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# 4 19-12-2013 , 10:13 AM
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Thanks guys, have already mapped out the UV's, my main problem was and still is saving the selections in Maya. Quick selection sets placed on the shelf do not remember what they represent upon re-opening the file. Tried it a million times on different meshes, could be a bug, who knows. I personally wish to have inverse selections and tag capabilities on the selection front so as to save massive amounts of time on complicated meshes.
The reason I was choosing faces was to see where they correspond on the UV map as the way I'd laid them out has turned out to be not-so-obvious to recognise which is which..

# 5 19-12-2013 , 10:13 PM
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UV seams and per face shader assignments are different but yeah I don't know why your selection sets are not being saved. If you reset your preferences, and create a test scene, does it still have that problem.


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# 6 20-12-2013 , 03:39 PM
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New development on my front.. Maya had started crashing upon launch, no matter what I had tried couldn't resolve so I ended up installing the service pack 2. Back to normal and now the quick selections seem to be remembering the relevant faces. My initial doubt of that being a glitch related to a bug seems to be holding ground now.
On a different matter, why can one not change the base material through deleting it? (Maya doesn't let me) That seems to bother me as when you assign a new material say, a Blinn over a Lambert, you practically double the material on the mesh and I can see that in the Hypershade. Anyways, that might be something that I have overlooked and made a simple mistake, my initial cinema 4D/V-Ray past kicking in and trying to see it through that angle perhaps, who knows? user added image
But I would like to get to the bottom of it eventually. Your thoughts and knowledge will be highly appreciated.
Cheers, again.

# 7 20-12-2013 , 10:54 PM
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The base material will always be stored but not exported if not assigned. For edge selection I use ninja uv and you can store edges in an array. Just my solution but ninja uv costs money. I feel your pain since I have used c4d for all of my modeling for 4 years now. The uv tools are awful.

# 8 22-12-2013 , 11:58 AM
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C4D has its charms but can never go back to it for modelling after Maya, saying that I'm missing the ol' cinema tags from time to time.. user added image
Think it does get complicated when the UV maps are not clearly laid out like I seem to end up having most of the time user added image But I've been using this and has a bit more clear-cut controls that I use more often than not, do check it out if you haven't got it:

https://www.creativecrash.com/maya/sc...hade-uv-editor

And yep, I do use the Ninja stuff, too.

Cheers.

# 9 24-12-2013 , 12:21 AM
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Just find the selection tools in c4d to be better and I am faster than anyone else I have ever seen given my hot keys and ability to swap selection types with my razer mouse macros. If maya had better selection tools i would switch in a heartbeat. The ability to clone stuff in c4d and the dynamic interpolation of splines makes it much less destructive in my opinion. I shouldn't have to rebuild a curve. A simple angular or subdiv sampling option would be fine.

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