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Look at all these Maya questions!

  • In my first and previous post in this game dev log entry, I had written that I wanted to do a game which was a collection of simple retro games. Unity released a new major release (2019.3) while I was putting the initial project together, and I…

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  • (this is just a test, please ignore this entry)

    Here is some of my old work.. the first pic is of a 3d model of a human head I was working on about 2 years ago in 3dsmax, using nurbs. If I had to do it again, I wouldn't model a head with…

I currently work for

Submitted by souri on
Forum

It's interesting to see so many Maya questions in here! I know Krome Studios have switched to Maya as their main 3D application, whereas other studios like Atari Melbourne House have a preference for Softimage. Anyway, I'm wondering if you have recenyly made a switch in 3D applications, what did you use previously, and what made you switch.

Submitted by MoonUnit on Sun, 21/11/04 - 3:29 AM Permalink

heh most of that maya thread is me the maya newb getting confused and aven coming to my rescue :P

Submitted by Kalescent on Sun, 21/11/04 - 5:46 AM Permalink

We will be looking into maya this coming year - We use max at the moment - but im liking the Maya / Zbrush2.0 combination at the moment. Will let people know how it goes...

Submitted by montenague on Sun, 28/11/04 - 9:15 AM Permalink

The uni I go to switched to maya this year, from 3dsmax.
As a result Ive had to learn both packages and im very glad for that, but I have found maya to be much better for my workflow, though max does seem a little more sensible in some things, albeit slightly less powerful.

Im a maya convert i must say.

Submitted by X5 on Sun, 28/11/04 - 9:56 PM Permalink

gone to XSI from MAX because of the price

ive had it for a while now ... but havnt had a good chance to get stuck into it ... tho that will change soon

Submitted by Malus on Thu, 09/12/04 - 5:52 AM Permalink

This is something I posted at cgtalk today, thought I'd test the Maya groupies here with this question. [:P]

------------------------------------------------------------------------------

Does anyone know off a way to invert the direction of the W channel for UVW's?

I can play around with the U and the V but there is no where in Maya I can see of defining or modifying the W channel.

I've always thought that they relate as such, RGB, XYZ, UVW all correspond but in Maya 6.0 I have found you only have access to the U and the V.?! Did they neglect the last channel? Or is it so hard coded into the vertex or face normals that you can't modify it without modifying them also.

To put it in context, I have modelled something with symetrical components and I need them to be a contigious mesh, as such they use the same UVW coordinates.
Now if I apply a map that relates to the pixel normals of a mesh (normal map or similar) the coordinates are taken from the UV's therefore one is correct and the other is inverted, logically.

If I could select the offending UV's and invert them in the W channel then my problem would be solved, I know its possible in most other packages.

Any help on this would be greatly appreciated, if its not accessable then thats a major oversight on Alias' part.

Cheers,

Malus.

Submitted by Kalescent on Thu, 09/12/04 - 2:13 PM Permalink

On a side note, following my attempts after our chat - setting the w channel to -1 didnt seem to change anything regardless of what I tried, so figure out what the hell you did at work today to make it work! I want to know dammnit !! [:D]

Im probably missing a small ingredient also.....

Submitted by Me109 on Sat, 11/12/04 - 5:05 AM Permalink

My understanding was the use of UVsets with the order determining their depth... not sure about this thou....

Posted by souri on
Forum

It's interesting to see so many Maya questions in here! I know Krome Studios have switched to Maya as their main 3D application, whereas other studios like Atari Melbourne House have a preference for Softimage. Anyway, I'm wondering if you have recenyly made a switch in 3D applications, what did you use previously, and what made you switch.


Submitted by MoonUnit on Sun, 21/11/04 - 3:29 AM Permalink

heh most of that maya thread is me the maya newb getting confused and aven coming to my rescue :P

Submitted by Kalescent on Sun, 21/11/04 - 5:46 AM Permalink

We will be looking into maya this coming year - We use max at the moment - but im liking the Maya / Zbrush2.0 combination at the moment. Will let people know how it goes...

Submitted by montenague on Sun, 28/11/04 - 9:15 AM Permalink

The uni I go to switched to maya this year, from 3dsmax.
As a result Ive had to learn both packages and im very glad for that, but I have found maya to be much better for my workflow, though max does seem a little more sensible in some things, albeit slightly less powerful.

Im a maya convert i must say.

Submitted by X5 on Sun, 28/11/04 - 9:56 PM Permalink

gone to XSI from MAX because of the price

ive had it for a while now ... but havnt had a good chance to get stuck into it ... tho that will change soon

Submitted by Malus on Thu, 09/12/04 - 5:52 AM Permalink

This is something I posted at cgtalk today, thought I'd test the Maya groupies here with this question. [:P]

------------------------------------------------------------------------------

Does anyone know off a way to invert the direction of the W channel for UVW's?

I can play around with the U and the V but there is no where in Maya I can see of defining or modifying the W channel.

I've always thought that they relate as such, RGB, XYZ, UVW all correspond but in Maya 6.0 I have found you only have access to the U and the V.?! Did they neglect the last channel? Or is it so hard coded into the vertex or face normals that you can't modify it without modifying them also.

To put it in context, I have modelled something with symetrical components and I need them to be a contigious mesh, as such they use the same UVW coordinates.
Now if I apply a map that relates to the pixel normals of a mesh (normal map or similar) the coordinates are taken from the UV's therefore one is correct and the other is inverted, logically.

If I could select the offending UV's and invert them in the W channel then my problem would be solved, I know its possible in most other packages.

Any help on this would be greatly appreciated, if its not accessable then thats a major oversight on Alias' part.

Cheers,

Malus.

Submitted by Kalescent on Thu, 09/12/04 - 2:13 PM Permalink

On a side note, following my attempts after our chat - setting the w channel to -1 didnt seem to change anything regardless of what I tried, so figure out what the hell you did at work today to make it work! I want to know dammnit !! [:D]

Im probably missing a small ingredient also.....

Submitted by Me109 on Sat, 11/12/04 - 5:05 AM Permalink

My understanding was the use of UVsets with the order determining their depth... not sure about this thou....