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 08-02-2012 , 11:41 AM
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Loading Models

I am still learning Maya on the student version 2012, previously used Lightwave 3D.

How do I load other models into a current scene and is there a way to load other parts of other scenes e.g. the lights etc..

Thanks.

# 2 08-02-2012 , 01:47 PM
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file>import

use obj or fbx format.


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# 3 08-02-2012 , 02:05 PM
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I mean I want to add more objects\models to a scene.

e.g. I have a street and I want to load in several cars to the street.

Do I just copy the models to the directory structure or is there a way to load them in one at a time or in batch to populate the scene?

# 4 08-02-2012 , 02:47 PM
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Import will do it. What format are the cars you want to load? If you want several of the same model, import it once and then duplicate it.

# 5 08-02-2012 , 02:56 PM
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They are .obj converted from .lwo.

Thanks will give the import a try, i am still learning the interface and tying to figure out ways to do things I used to do in Lightwave...

# 6 08-02-2012 , 06:26 PM
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I thought that is exactly what I said....

file>import

use obj or fbx format.

There are 3rd party solutions out there to convert just about any format to any other, deep exploration from right hemisphere comes to mind, but they are all pretty expensive and you have to worry about them getting updated if the format gets changed.


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Last edited by ctbram; 08-02-2012 at 06:30 PM.
# 7 08-02-2012 , 06:48 PM
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Another way is to use the reference editor to load smaller parts that you don't want to edit.
It's a powerfull way to work and a standard pipeline procedure in the industry.
In both methods, you have to prepare your parts beforehand, you can't be selective "on the fly".
Unless you do some heavy scriptin'

# 8 08-02-2012 , 08:22 PM
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maybe its too basic but i wanted to mention,

open 1 maya scene. COPY the object you want
open second maya scene. PASTE that object

done


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# 9 08-02-2012 , 08:52 PM
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I was just backing you up Rick, don't know why I got the thanks.

n88tr, I don't think copy paste is generally accepted as good practice, though to be honest, I don't know enough about the mechanics of it to know why, besides you get ugly node naming.

# 10 08-02-2012 , 09:31 PM
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I thought that is exactly what I said....

file>import

use obj or fbx format.

There are 3rd party solutions out there to convert just about any format to any other, deep exploration from right hemisphere comes to mind, but they are all pretty expensive and you have to worry about them getting updated if the format gets changed.

Yes I added in additional comment without refreshing my browser, no offence intended.

# 11 08-02-2012 , 11:29 PM
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it's okay no offense taken. I mainly wanted to mention that format converters existed.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 12 09-02-2012 , 09:24 AM
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Thanks for all the replies, much appreciated.

I can now load the required models etc and work on the scenes. user added image

# 13 09-02-2012 , 09:56 AM
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I'd second the idea of using references - that way, you can have a master animation scene, and if you want to edit say a car model (which appears say 5 times in your scene), you just edit the car in it's own scene. Then when you next load your master scene all the edits will be reflected via referencing. It will also give you a smaller file size.

It's more efficient for scenes containing several assets to do it this way,

cheers

gubar

# 14 09-02-2012 , 10:10 PM
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Reference editor thats a new one on me, good to know..............dave




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# 15 11-02-2012 , 11:59 AM
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You are right about copy/paste, it's a very bad idea.
reference management used to be buggy but they are slowly getting there with each new release.

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