<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Nick Fox-Gieg's Tutorials &#187; Maya</title>
	<atom:link href="http://fox-gieg.com/tutorials/category/maya/feed/" rel="self" type="application/rss+xml" />
	<link>http://fox-gieg.com/tutorials</link>
	<description></description>
	<lastBuildDate>Tue, 07 Feb 2012 17:05:47 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=</generator>
		<item>
		<title>OBJ Batch Export</title>
		<link>http://fox-gieg.com/tutorials/2011/obj-batch-export/</link>
		<comments>http://fox-gieg.com/tutorials/2011/obj-batch-export/#comments</comments>
		<pubDate>Sat, 22 Oct 2011 15:34:44 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Maya]]></category>

		<guid isPermaLink="false">http://fox-gieg.com/tutorials/?p=527</guid>
		<description><![CDATA[Export a sequence of frames from Maya as individual OBJ files: OE Blaster (script plus button) OBJ Sequence Exporter (script only) This is a great way to do replacement animation with 3D printouts (although the standard ABS plastic feedstock isn&#8217;t easily paintable):]]></description>
			<content:encoded><![CDATA[<p>Export a sequence of frames from Maya as individual OBJ files:</p>
<p><b><a href="http://scripts.zbufferstudios.com/oeblaster/index.html" title="OE Blaster">OE Blaster</a></b> (script plus button)</p>
<p><b><a href="http://www.highend3d.com/maya/downloads/mel_scripts/utility_external/export/OBJ-Sequence-Exporter-5120.html " title="OBJ Sequence Exporter">OBJ Sequence Exporter</a></b> (script only)</p>
<p><img src="http://fox-gieg.com/tutorials/tut-images/printsquidobj.gif" width=512 height=384/></p>
<p>This is a great way to do replacement animation with 3D printouts (although the standard ABS plastic feedstock isn&#8217;t easily paintable):</p>
<p><img src="http://fox-gieg.com/tutorials/tut-images/printsquid.jpg" width=480 height=360/></p>
]]></content:encoded>
			<wfw:commentRss>http://fox-gieg.com/tutorials/2011/obj-batch-export/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fix DWG Files in Maya</title>
		<link>http://fox-gieg.com/tutorials/2006/fix-dwg-files-in-maya/</link>
		<comments>http://fox-gieg.com/tutorials/2006/fix-dwg-files-in-maya/#comments</comments>
		<pubDate>Thu, 13 Apr 2006 01:15:04 +0000</pubDate>
		<dc:creator>Nick</dc:creator>
				<category><![CDATA[Maya]]></category>

		<guid isPermaLink="false">http://fox-gieg.com/tutorials/?p=29</guid>
		<description><![CDATA[Getting an Autocad file into Maya without special conversion software isn&#8217;t impossible, at least for a simple model: Step 1. Go to the Plug-In Manager. Step 2. Check that dwgTranslator and objExport are turned on. Step 3. Switch Maya into Modeling mode. Step 4. Choose the Import option box. Step 5. Set the File Type [...]]]></description>
			<content:encoded><![CDATA[<p>Getting an Autocad file into Maya without special conversion software isn&#8217;t impossible, at least for a simple model:</p>
<p><b>Step 1.</b>  Go to the <b>Plug-In Manager</b>.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-01.jpg" vspace=5 border=1/></p>
<p><b>Step 2.</b>  Check that <b>dwgTranslator</b> and <b>objExport</b> are turned on.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-02.jpg" vspace=5 border=1/></p>
<p><b>Step 3.</b>  Switch Maya into <b>Modeling</b> mode.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-03.jpg" vspace=5 border=1/></p>
<p><b>Step 4.</b>  Choose the <b>Import option box</b>.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-04.jpg" vspace=5 border=1/></p>
<p><b>Step 5.</b>  Set the File Type to <b>DWG_DXF</b>, and set the Scale Factor to <b>0.001</b> (otherwise, Maya will blow your DWG up to an enormous size).  Click <b>Import</b> when you&#8217;re done.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-05.jpg" vspace=5 border=1/></p>
<p><b>Step 6.</b>  Import the file.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-06.jpg" vspace=5 border=1/></p>
<p><b>Step 7.</b>  Call up the <b>Outliner</b> window.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-07.jpg" vspace=5 border=1/></p>
<p><b>Step 8.</b>  DWGs will sometimes arrive in many pieces.  Use the Outliner to select all these pieces, and then use the <b>Group</b> command to lump the parts together.  (If your file&#8217;s parts are already grouped together, you can skip this step.)<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-08.jpg" vspace=5 border=1/></p>
<p><b>Step 9.</b>  With your new group of parts selected, choose <b>Combine</b> from the Polygons menu.  This will turn the separate parts into a single object.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-09.jpg" vspace=5 border=1/></p>
<p><b>Step 10.</b>  Make sure your new combined polygon object is selected, or else the next step won&#8217;t work.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-09b.jpg" vspace=5 border=1/></p>
<p><b>Step 11.</b>  Choose <b>Delete By Type/History</b> from the Edit menu.  This will break the links between your new object and the old group of imported parts.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-10.jpg" vspace=5 border=1/></p>
<p><b>Step 12.</b>  Select your old group of parts and delete them.  (If your new object suddenly disappears instead, you didn&#8217;t delete its History properly.)<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-11.jpg" vspace=5 border=1/></p>
<p><b>Step 13.</b>  The next three steps set up your new object so it works properly in Maya.  First, choose <b>Center Pivot</b> from the Modify menu.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-12.jpg" vspace=5 border=1/></p>
<p><b>Step 14.</b>  Next, choose <b>Texture/Automatic Mapping</b> from the Edit Polygons menu.  (You can use any of the commands in the Texture menu to prepare the model for texturing, but I think this is the easiest to start with.)<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-13.jpg" vspace=5 border=1/></p>
<p><b>Step 15.</b>  Finally, as an optional step, you can choose <b>Normals/Reverse</b> from the Edit Polygons menu if the model appears to be shading strangely.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-14.jpg" vspace=5 border=1/></p>
<p><b>Step 16.</b>  That done, you&#8217;re ready to texture the model.  Switch Maya to <b>Rendering</b> mode.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-15.jpg" vspace=5 border=1/></p>
<p><b>Step 17.</b>  Choose <b>Assign New Material</b> from the Lighting/Shading menu.  Here, I chose Lambert.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-16.jpg" vspace=5 border=1/></p>
<p><b>Step 18.</b>  Add a texture and check your results&#8211;you may need to do some more tweaking before you&#8217;re satisfied, but at this point the model should behave normally in Maya.<br />
<img src="http://www.fox-gieg.com/tutorials/tut-images/maya_dwg-17.jpg" vspace=5 border=1/></p>
<p>If you&#8217;re still not happy, you might want to try changing your original file&#8217;s export settings in Autocad.  (I&#8217;d recommend avoiding settings that create unnecessary triangles whenever possible.)</p>
]]></content:encoded>
			<wfw:commentRss>http://fox-gieg.com/tutorials/2006/fix-dwg-files-in-maya/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
	</channel>
</rss>

