{"id":2844,"date":"2019-01-31T04:31:43","date_gmt":"2019-01-31T04:31:43","guid":{"rendered":"http:\/\/cocoalopez.com\/blog\/?p=2844"},"modified":"2019-01-31T04:39:06","modified_gmt":"2019-01-31T04:39:06","slug":"quill-to-maya-to-rs","status":"publish","type":"post","link":"https:\/\/cocoalopez.com\/blog\/?p=2844","title":{"rendered":"Quill to Maya to RS"},"content":{"rendered":"\n<ol class=\"wp-block-list\"><li>Export de Quill como FBX<\/li><li>Import FBX en Maya 2015+<\/li><li>Cargar Vertex Shader en Hypershade<\/li><li>Asignar a todos los objetos Poly<\/li><li>Ocultar Nurbs Objects<\/li><li>Activar Hardware 2.0<\/li><li>Duplicar Vertex Shader quitando el NODE de ALPHA<\/li><li>Aplicar en todo lo que no tenga ALPHA para el GEO SORTING<\/li><li>Generar RS Material<\/li><li>Agregar Vertex Color igual que el nombre del Cset<\/li><li>Conectar el Outcolor al Diffuse<\/li><li>Ya funca en RS<\/li><li>(NOTA): Si desaparece la geometr\u00eda al animar la c\u00e1mara, hay que seleccionar todos los objetos POLY y revisar que VISIBILITY no est\u00e9 animado. Si est\u00e1 animado, quitar el keyframe y convertir en ON<\/li><\/ol>\n\n\n\n<p>PARA MAS INFO<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-link is-provider-denes-dankhazi-039-s-blogfolio\"><div class=\"wp-block-embed__wrapper\">\nhttps:\/\/ddankhaziportfolio.wordpress.com\/2018\/06\/06\/paint-effects-vertex-color-as-user-data\/\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Export de Quill como FBX Import FBX en Maya 2015+ Cargar Vertex Shader en Hypershade Asignar a todos los objetos Poly Ocultar Nurbs Objects Activar Hardware 2.0 Duplicar Vertex Shader quitando el NODE de ALPHA Aplicar en todo lo que no tenga ALPHA para el GEO SORTING Generar RS Material Agregar Vertex Color igual que [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":2847,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[31],"tags":[],"class_list":["post-2844","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tips-y-tutoriales"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2019\/01\/quill-to-maya-to-rs.jpg?fit=480%2C360&ssl=1","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p9XJix-JS","jetpack-related-posts":[{"id":2598,"url":"https:\/\/cocoalopez.com\/blog\/?p=2598","url_meta":{"origin":2844,"position":0},"title":"Marvelous Designer Tips para exportar PC2 a max 2009","author":"cgmodeler","date":"December 5, 2017","format":false,"excerpt":"1.- EXPORTAR ANIM FBX en MAYA 2.- IMPORTAR EL AVATAR EN T POSE Y SIMULAR LA ANIM EN ANIMATION 3.- SELECCIONAR EL TRACK DE GARMENT EN MARVELOUS Y FILE EXPORT 4.- EXPORTAR COMO FBX 2009 CMS Y UP (MAYA Y ES UP) (WELD THIN Y SINGLE OBJECT CHECKED) 5.- EXPORTAR\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2017\/12\/marvelous-designer-tips-para-exportar-pc2-a-max-2009.jpg?fit=275%2C433&ssl=1&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2629,"url":"https:\/\/cocoalopez.com\/blog\/?p=2629","url_meta":{"origin":2844,"position":1},"title":"Copiar Maya weights de vertex a vertex","author":"cgmodeler","date":"March 24, 2018","format":false,"excerpt":"Para cuando necesitas tener la cabeza separada del cuerpo y que el skinning sea el mismo valor para los v\u00e9rtices del loop donde est\u00e1 el seam. https:\/\/youtu.be\/FyHcMJ7DECg Seleccionar el seam loop del source (el cuerpo) Seleccionar el loop del cuello Correr el c\u00f3digo: copy_vertex_weights_seam.mel \u00a0 \u00a0","rel":"","context":"In &quot;zapatainvita&quot;","block_context":{"text":"zapatainvita","link":"https:\/\/cocoalopez.com\/blog\/?cat=35"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/03\/copiar-maya-weights-de-vertex-a-vertex.jpg?fit=480%2C360&ssl=1&resize=350%2C200","width":350,"height":200},"classes":[]},{"id":2687,"url":"https:\/\/cocoalopez.com\/blog\/?p=2687","url_meta":{"origin":2844,"position":2},"title":"Maya 2013 FBX export with deformers for 3DSMAX","author":"cgmodeler","date":"May 16, 2018","format":false,"excerpt":"Para exportar desde Maya 2013 a FBX con deformadores, animaci\u00f3n per-vertex, una vez que se anim\u00f3 en base a un rig y despu\u00e9s se modific\u00f3 el mesh per vtx. Seleccionar la geometr\u00eda que vamos a exportar \"Eg. GEO LAYER\" Hacer un Selection Set con el nombre \"Export_SET\" en el Men\u00fa\u2026","rel":"","context":"In &quot;Featured&quot;","block_context":{"text":"Featured","link":"https:\/\/cocoalopez.com\/blog\/?cat=1002"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/05\/456667304.jpg?fit=1200%2C725&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":2620,"url":"https:\/\/cocoalopez.com\/blog\/?p=2620","url_meta":{"origin":2844,"position":3},"title":"FBX not exporting skinned meshes from facial rig","author":"cgmodeler","date":"February 22, 2018","format":false,"excerpt":"If FBX does not export rigged\/skinned geo from max to maya (old versions) backup the skin with dora weights import and remove the skinning+history of the meshes. Reskin with all joints and reimport vertex values. Then soften and polish with ngskintools. Make a GEO layer with all geometry and EXPORT\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2018\/02\/2018-02-22_12-56-52.png?fit=610%2C533&ssl=1&resize=525%2C300 1.5x"},"classes":[]},{"id":830,"url":"https:\/\/cocoalopez.com\/blog\/?p=830","url_meta":{"origin":2844,"position":4},"title":"Preguntas y respuestas: &quot;Tri\u00e1ngulos, pol\u00edgonos n-sided y cuadril\u00e1teros&quot;","author":"cgmodeler","date":"October 18, 2011","format":false,"excerpt":"Bueno chicos no he podido pasar las otras clases pero aqu\u00ed les tengo algunos datos \u00fatiles. Me lleg\u00f3 \u00e9sta pregunta y me gustar\u00eda hacerla p\u00fablica por que \u00e9sta duda la ten\u00eda tambi\u00e9n cuando comenc\u00e9 a modelar en 3D. \u00a0 Hola Eduardo bueno el motivo por el cual te escribo es\u2026","rel":"","context":"In &quot;3d &amp; Design&quot;","block_context":{"text":"3d &amp; Design","link":"https:\/\/cocoalopez.com\/blog\/?cat=2"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/08\/Sculptris-007_01.jpg?fit=1200%2C674&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/08\/Sculptris-007_01.jpg?fit=1200%2C674&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/08\/Sculptris-007_01.jpg?fit=1200%2C674&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/08\/Sculptris-007_01.jpg?fit=1200%2C674&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2011\/08\/Sculptris-007_01.jpg?fit=1200%2C674&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":1407,"url":"https:\/\/cocoalopez.com\/blog\/?p=1407","url_meta":{"origin":2844,"position":5},"title":"TIPS Y TUTORIALES: SOBRE SPECULAR MAPS","author":"cgmodeler","date":"August 16, 2012","format":false,"excerpt":"Despu\u00e9s de un feedback que me pareci\u00f3 bastante fruct\u00edfero en cuanto al uso de specular maps. Aqu\u00ed anexo el res\u00famen de la conversaci\u00f3n. \u00a0 El occlusion map de crazybump funciona para los normals en objetos planos, especialmente, ser\u00eda el equivalente a un cavity map pero no toma en cuenta la\u2026","rel":"","context":"In &quot;Tips y Tutoriales&quot;","block_context":{"text":"Tips y Tutoriales","link":"https:\/\/cocoalopez.com\/blog\/?cat=31"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2012\/08\/Speculartips1.jpg?fit=1178%2C1100&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2012\/08\/Speculartips1.jpg?fit=1178%2C1100&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2012\/08\/Speculartips1.jpg?fit=1178%2C1100&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2012\/08\/Speculartips1.jpg?fit=1178%2C1100&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/cocoalopez.com\/blog\/wp-content\/uploads\/2012\/08\/Speculartips1.jpg?fit=1178%2C1100&ssl=1&resize=1050%2C600 3x"},"classes":[]}],"_links":{"self":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2844","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2844"}],"version-history":[{"count":2,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2844\/revisions"}],"predecessor-version":[{"id":2846,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/posts\/2844\/revisions\/2846"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=\/wp\/v2\/media\/2847"}],"wp:attachment":[{"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2844"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2844"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/cocoalopez.com\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2844"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}