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#1 |
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Maya and Max can do it all. But I heard once you learn the application (and you've bought the pro version) you can actually export models from Google Sketchup models in formats that both Maya and Max understand (therefore, importable into Maya or Max.) then, to UT
However, Google Sketchup models are hollow, sort of like taking 6 peices of paper and taping them into a cube. There will be empty space on the inside. The million dollar question is, would this cause a problem should you want to use skeletal animation on them? If so, how do you fix it or get around it? |
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#2 |
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Isnt hollow just 2 sided faces?
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#3 |
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Maybe they are 2-sided faces, but still, the models from GSU aren't made of solid mass like most models in most 3d apps are. So that being the case, what would the bones/skeleton have to grab on to (letting it know that it's inside of some solid mass) so it can be animated?
Is there an option in Maya or Max to solidify something that wasn't made of solid mass to begin with, 2-sided faces or not? |
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#4 |
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Registered User
Join Date: Oct. 4th, 2004
Posts: 117
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your question is slightly confusing. If you make a cube in maya or max it is empty. The only "mass" they have are the six sides that make the cube. If you zoom your camera inside said cube, you cannot see the faces from the inside out, unless you turn off backface culling or turn double sided polys on, then you can see that the cube is hollow as you say.
I believe sketchup can export to obj files, these files are readable to max and maya as you said, the only problem that you might find is that some verts might not be welded together, making each face an independent object. Skeletal animation drives the verticies of a model, so as long as the model has vertices, which im 100% positive it does , you shouldnt run into any problems.
Last edited by Dogger; 19th Nov 2009 at 08:25 PM. |
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#5 |
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Just what I wanted to know, thanks guys!
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