I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.downaloding blender......i carnt see mesh to quads in maya
Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)
Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(http://gyazo.com/10d3fe12ef37d55b81e41be1dec50fcc.png)
I managed to fix this by converting all tris to quads. I know that maya has a feature for this, but it didn't seem to work for me, so I ended up using blender and it works perfectly fine.
Blender: Have the mesh selected in edit mode and press Ctrl + F then select tris to quads
Maya: Have the mesh selected and in the polygon tab, select mesh then tris to quads (didn't seem to work for me though)
Result: This is a sig556 I ported which usually has a bunch of holes in the side of the gun as well as the mag, but using the blender method this is the result.
(http://gyazo.com/10d3fe12ef37d55b81e41be1dec50fcc.png)
When I attempted it: (http://puu.sh/fcezR/97383f3cb4.png)have you tried using .OBJ instead of .FBX?
Blender scene: (http://puu.sh/fceCt/03d318377e.png)
Used FBX to import/export both ways, any idea?
have you tried using .OBJ instead of .FBX?At least bind the weapon and place the clip in before you try doing this ._.
Double Post Merge: January 30, 2015, 12:00:31 am
ok i got this:
http://gyazo.com/c166a6f321287b6493c2a197aa2d311f (http://gyazo.com/c166a6f321287b6493c2a197aa2d311f)
so what do i do now? bear in mind i have never used blender before
i would but i dont know how to use blender ive never used it beforebind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.
bind everything on maya and export it to fbx. then do what you need to do on blender and export again. can't be too hard.Thanks john :) im a maya person never really thought ide have to use other tools :)
I think if you were to bind in maya first then export as fbx and import into blender, you would probably get the same vertices stretches that is shown in dukip picture. Its probably best to just export the mesh, then convert the tris to quads, then just re rig in maya with original bones. I never done this but just a little input.i will also keep this in mind thanks man
:lol: no need to use blender... 100% done in mayaso how did you do it?
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fst86kt14b%2F2015_01_30_17_57_39.jpg&hash=6315d859b49d1d8366a783a52d2437b3e844dcdb) (http://postimg.org/image/st86kt14b/)
i found a possible fix credit goes to johndoe fir thisThat is literally the exact same thing I told you on Skype a month ago. You tried it and did it wrong if I remember. Pretty sure you messed up on binding the weapon after doing it.
That is literally the exact same thing I told you on Skype a month ago. You tried it and did it wrong if I remember. Pretty sure you messed up on binding the weapon after doing it.I wasn't sure about rigging and binding I thought it was all binded jgun but
(http://i.gyazo.com/fec7b82fbdf6b0b4f7756c55f677d302.png)
You could have just asked me to make you a step by step instead of wasting a month trying to figure it out xD