Afternoon, guys.
So I found a model with some textures online that was in a .mesh file. After looking everywhere how to convert it into any readable format for Maya, I found out I could just load them up in XNALara model poser, and export as OBJ.
So I have my OBJ file, along with the MTL, and all the textures, some tga, some png, everything in the same folder.
When I import to Maya, brings up my model perfectly, however, I noticed it also brought A BUNCH of things to the outliner. When I hover over these things, the Type section says that they're objectSet (kSet). Just like the default LightSets and default ObjectSet on every default maya project, and they share the same icon. Each one also appears to contain an EVEN BIGGER BUNCH of PolySurface1.vtx[#] all combined to the set. I imagine these are the vertices associated with each material.
Pressing 6 for hardware texturing does nothing for my model, and there is nothing other than the default materials in the Hypershade Editor.
Please help.
Afternoon, guys.
So I found a model with some textures online that was in a .mesh file. After looking everywhere how to convert it into any readable format for Maya, I found out I could just load them up in XNALara model poser, and export as OBJ.
So I have my OBJ file, along with the MTL, and all the textures, some tga, some png, everything in the same folder.
When I import to Maya, brings up my model perfectly, however, I noticed it also brought A BUNCH of things to the outliner. When I hover over these things, the Type section says that they're objectSet (kSet). Just like the default LightSets and default ObjectSet on every default maya project, and they share the same icon. Each one also appears to contain an EVEN BIGGER BUNCH of PolySurface1.vtx[#] all combined to the set. I imagine these are the vertices associated with each material.
Pressing 6 for hardware texturing does nothing for my model, and there is nothing other than the default materials in the Hypershade Editor.
Please help.
Am I allowed to bump in these forums? I still desperately need some help with this. And I have tried many import/export options.
Am I allowed to bump in these forums? I still desperately need some help with this. And I have tried many import/export options.
just reconnect the textures to the shaders manually.
just reconnect the textures to the shaders manually.
Is it possible that you may have better luck converting the mesh file into an FBX?
Is it possible that you may have better luck converting the mesh file into an FBX?
I apologize for not answering hastily to the messages in this thread. I have been dealing with hurricane Dorian as of late.
I apologize for not answering hastily to the messages in this thread. I have been dealing with hurricane Dorian as of late.
I am now looking into that, but my google search is not leading me anywhere related to my problem.
I'd appreciate if you could explain how to do this, or at least point me in the right direction.
There's nothing showing up in the Hypershade editor, all the nodes I've mentioned are in the Outliner, and I really don't know how to reconnect these shaders.
Thanks for your reply.
I am now looking into that, but my google search is not leading me anywhere related to my problem.
I'd appreciate if you could explain how to do this, or at least point me in the right direction.
There's nothing showing up in the Hypershade editor, all the nodes I've mentioned are in the Outliner, and I really don't know how to reconnect these shaders.
Thanks for your reply.
I agree, I have a much easier time importing and handling FBX in Maya.
However, I downloaded the model online as a .mesh file, and used XNALara (model posing program) to convert and export into OBJ. It is the only program that has let me do that successfully thus far. Unfortunately, there is no option to convert and/or export as an FBX. I will look into other programs to see if I could convert OBJ into FBX. I'll try in Maya as well, but I believe that since the conversion to OBJ is giving me all these problems, converting that same file again will carry the same issues as well.
Regardless, I will try and update this thread with the results.
Thanks for the reply.
I agree, I have a much easier time importing and handling FBX in Maya.
However, I downloaded the model online as a .mesh file, and used XNALara (model posing program) to convert and export into OBJ. It is the only program that has let me do that successfully thus far. Unfortunately, there is no option to convert and/or export as an FBX. I will look into other programs to see if I could convert OBJ into FBX. I'll try in Maya as well, but I believe that since the conversion to OBJ is giving me all these problems, converting that same file again will carry the same issues as well.
Regardless, I will try and update this thread with the results.
Thanks for the reply.
Can't find what you're looking for? Ask the community or share your knowledge.