Problem with invisible LOD meshes in Maya. (Skeletal mesh exported from Unreal)

Problem with invisible LOD meshes in Maya. (Skeletal mesh exported from Unreal)

filip.masiulewicz7CQLH
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Message 1 of 7

Problem with invisible LOD meshes in Maya. (Skeletal mesh exported from Unreal)

filip.masiulewicz7CQLH
Enthusiast
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Hi Guys,

 

I have a problem with skeletal mesh exported from Unreal. After creating 3 LOD's there I need to fix the lower LOD meshes in Maya, but I can't see them. Skeleton and LOD group is visible as normal.
Any suggestions?

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Accepted solutions (1)
2,905 Views
6 Replies
Replies (6)
Message 2 of 7

Kahylan
Advisor
Advisor

Hi!

 

Have you checked if the Meshes are present in the Outliner?

If they are there, check if they are visible and if they are, select one of them and use the F key on the Viewport, sometimes Meshes from Unreal import off center or in a scale so small/big that they seem to be invisible.

 

What exactly do you need to do to your meshes? Maybe there is another File format that you can use for the export/import that is more stable in Maya.

 

I hope this helps!

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Message 3 of 7

filip.masiulewicz7CQLH
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It looks like this:

1.jpg

Maya default options on, no hiding options are on.

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Message 4 of 7

Kahylan
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Advisor

That you meshes are greyed out like that in the Outliner means that their visibility is off. Just click on one of them and hit Shift+H, or set the "visibility" to 1 in the channelbox.

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Message 5 of 7

filip.masiulewicz7CQLH
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Unfortunately this is not an issue here. All visibility settings are fine as in default state. I've checked them thoroughly.

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Message 6 of 7

Kahylan
Advisor
Advisor

Not to sound like a broken record here, but the highlighted objects are clearly hidden, thats why the text next to them is grey and not white...

1(1).jpg

Have you tried selecting one of them and looking at their visibility in th channelbox?

If their visibility is 1 could you show their connection graph in the node editor? Because then they are probably triggered by an wrong/inexisting camera...

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Message 7 of 7

filip.masiulewicz7CQLH
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Accepted solution

Sorry for not responding immediately. The solution came very soon after my last post and I found it at autodesk knowledge base. 

"Known Limitations with LODs

  • Level of Detail does not handle instances. Use only uninstanced geometry when creating levels of detail. (Instanced geometry isn't displayed consistently when added into a Level of Detail group.)
  • Don't use Edit > Ungroup on Level of Detail groups; the LOD threshold information isn't reset properly on Undo. Use Edit > Level of Detail > Ungroup to properly ungroup an lodGroup node.
  • Level of Detail does not handle hierarchies. To generate lower resolution meshes from multiple meshes at the same time, each selected mesh must be the unique child of a top-level transform. For example, the two meshes in this example have to be removed from the group node before generating LOD meshes."
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