Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 27-09-2012 , 06:12 AM
ben Wolfinsohn's Avatar
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can't see correct image when importing into top view maya

when i import a image into the image plane for the top view its much bigger then the same images imported into the other views. any ideas?


Last edited by ben Wolfinsohn; 27-09-2012 at 06:21 AM.
# 2 27-09-2012 , 08:18 AM
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You must be sure not to dolly the camera in ANY of the views before importing the image. You can ensure all the cameras are at the same scale by opening a fresh scene or going to each view and running view>predefined>(front, side, top, etc)

As an alternative you can assign your reference images to a poly plane and scale it.

There are advantages and disadvantages to both methods (using the camera image planes or poly planes)


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram; 27-09-2012 at 06:31 PM.
# 3 27-09-2012 , 04:42 PM
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when i assign a reference image to a poly plane it becomes hard to see it when in x-ray mode, unless there is another way to see an object in x-ray and the image on the plane in normal.

and after i imported it into the top view it shows up at the bigger size in the perspective plane too, can this also because of the scale issue you were talking about?

thanks!

# 4 27-09-2012 , 05:05 PM
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yes it is possible


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 5 27-09-2012 , 06:35 PM
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You can also use the following script to turn xray on just selected objects or sometimes I just create a new material and adjust the transparency and apply that to the object. This way the image planes are not affected.

Change .txt to .mel and put that script into your scripts folder and then you can make a shelf button to launch it. It will allow you to toggle transparency on and off for selected objects only.

Attached Files
File Type: txt XRay_toggle_object.txt (1.7 KB, 344 views)

"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 6 28-09-2012 , 07:44 AM
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great. thanks!

also a merge vertex problem question. I'm making a hand and trying to attach the fingers to the main part by merging the vertex's. but i didn't do the cleanest job and maybe thats why the points don't allow me to merge them. is it maybe because a few areas have more then two points that are all trying to merge?

# 7 28-09-2012 , 09:59 AM
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There is an minimum offset for the merge tool to work. If the verts are to far apart they will not merge. Go to the options and increase the merge distance offset.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 8 28-09-2012 , 04:41 PM
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yes. i tried that. and i had made sure to snap the points together before trying to merge but still won't work.

# 9 28-09-2012 , 05:12 PM
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Did you combine the meshes before trying to merge the verts?


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# 10 28-09-2012 , 07:13 PM
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check the meshes are combines and that the surface normals are all facing the corect direction and run mesh>cleanup... and fix non-manifold, laminar faces, faces with zero area and edges with zero length.

If it still does not work then you've got something majorly borked.


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
# 11 28-09-2012 , 07:18 PM
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no. don't think i did. you want me to post the file?
thanks!

# 12 28-09-2012 , 07:26 PM
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You need to combine meshes before any verts can be merged, if I understand the situation correctly.

# 13 28-09-2012 , 07:32 PM
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yes. it works now. I was dumb. thank you!

and for deleting edge loops - if i select the edge loop, then hit delete edge/vertex, it deletes the edge but the vertex points are still there. is there a way of also deleting those points as well?

# 14 28-09-2012 , 08:15 PM
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Select the edge then use the Edit Mesh->Delete Edge/Vertex option


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# 15 28-09-2012 , 08:29 PM
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thanks. it works now. not sure why before it was leaving points behind

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