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Marinshe

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  1. Hello, Cathy! I use Marvelous Designer (3) to make clothes for DAZ and Poser figures and so I'm limited to DAZ and Poser scale measurements. For Poser it's 8,6 ft (0,038149%), for DAZ Studio it's centimeters(10,000%). It guarantees me that clothing will fit the very avatar for whom I model it. I don't familiar with SL scale, but scaling to meters is equal 0,100000% (it seems really small, indeed). Usually I export all meshes as single objects (and Adam Vanner's method requires them to be welded). But as I made sure now, on the welded mesh his original scripts don't work, so I have to export the mesh unwelded, then do Mesh-Separate and run scripts on every its part. By the way, lately I found the updated version of mdSetupMesh.py from the French blog - http://baptiste-roy.blogspot.cz/2013_11_01_archive.html. (big thanks to user marcuswilm from MD forum, So far I could not make it work too in Maya 2013 but it shows the window Exode Md to Cloth at least and maybe I'll have luck with this script, Here is it - https://gist.github.com/anonymous/7748253#file-mdsetupmesh_custom and shown as text on that blog page. If someone needs that script too, just save it as .py file, maybe someone will be able to run it (I guess it's updated for Maya 2014). The method with creating curves and proxy mesh is interesting too, thanks for sharing! Though today I lack skills in maya to use it, but I hope to learn Maya deeper and then it may became the easier way for me.
  2. No, it doesn't help. The script makes nothing at all, neither from Python\MEL string, nor from the Script Editor.
  3. Thanks, Astrid! The technique from video is also good,(I came across this video even before I found this forum), but I couldn't master it,- every time I tried to get Boolean intesection of extruded flat meshes, they disappeared, that's all. After this I found Adam Vanner's site and the scripts and by now I managed to make it work, though partly. As I found out, the mesh must be separated before using the scripts (Mesh - Separate) and for every part of the mesh I had to run the scripts separately too. That is I pick the first part (front), then copy the command to call the scripts into the Script Editor - import avMergeMeshEdges import getUVShells import mdSetupMesh mdSetupMesh.mdSetupMesh() Then, after running, the script generates blendshape1, then I pick the second part of the dress and repeat the same action until I get all the blendshapes. Not so fast one-click decision, as the author has promised, but it's the best and fastest decision for me - it makes ready blendshapes. Though some of them after wrapping in the end work incorrectly, producing distorted shapes of the new mesh, but I guessed to use Transfer Attrubuites instead of wrapping quad meshes and it works fine! I found out I need to transfer UVs from the flat triangular meshes to flat quads - And then I transfer the vertex positions from the corresponding part of the original MD triangular mesh to its flat quad twin. After this I got finally the quad mesh with very good (to my noobish mind) quad topology, though it's still more high-poly (about 10000 polys against original 5780). Maybe there is a way to reduce quads without distorting the mesh? (I wanted to do it through standard Maya Mesh -Reduce, but this tool generates nice edgeflow in the middle regions of the meshes, but with ugly jagged borders). Now I'm looking for a way to make the last script to work - avMergeMeshEdges.py. I tried to run it alone, but no luck, it doesn't respond at all. I tried the plugin avMergeEdgesCmd.mll but cannot manage with it too. When I call it by the command avMergeEdges(); select the mesh, I get just the message # Error: line 1: invalid syntax # Though it's installed in bin\plugins folder and listed in the Plugin Manager. What is this - the error in the text of the plugin? The mesh I try to use it on, consists of separate parts, just as A,V. said on the plugin's page (the same mesh I got thri Transfer Attributes). Definitely, if there was a way to make the scripts usable, there may be a way to do the same with the plugin. (The file .avMergeEdgesCmd.cpp, as I learned lately, is written for the people, able to re-compile it for Maya 2013 x64, so does it mean the plugin itself is not purposed for this Maya at all?). I don't think I will be ever able to recompile plugins, so I hope to use the last script avMergeMeshEdges.py to make it work independently. I just began to use scripts in Maya but I see they can make the life much easier, if used right. If anyone knows how ho make the last script workable in Maya 2013, maybe you prompt me what to do with it or to change within it? As for 3DCoat and Vota, I've seen some videos about auto-retopology in 3D Coat and it impressed me much, but as I've heard, 3D Coat works so well just with solid models like human figures etc and requires to close all holes in the mesh (I wouldn't want to fix closed holes in the clothes). And MD offers me the faster and more creative way to make clothes, even layered clothing, when you can load in a blouse as avatar and to make an excellently fitted vest over it, so it may create whole sets of clothes.So I'm fell for MD, so-to-say and maybe I'm too lazy to model clothing in a classic way. Maybe I think as a noob, but Maya produces not the worst edgeflow, saves UVs and works really easy and fast.
  4. Hello! If someone have ever dealt with Marvelous Designer meshes and Autodesk Maya, I need your help with the set of Maya scripts, purposed to transform triangular MD meshes to quads. Like some people here, I found this set from Adam Vanner here - https://sites.google.com/site/adamvanner/scripts-and-tools/marvellous-designer-quad-mesh-in-maya, but cannot use it properly (I try to do it in Maya 2013 x64). The scripts were written before October 2012, and I think they should work in Maya 2013, and I found two recent threads on this forum, where users wrote they had a success with the scripts. Especially here (http://community.secondlife.com/t5/Mesh/Tris-to-Quads-using-Autodesk-Maya/m-p/2558484/highlight/false#M26417), the user Zlyskritek wrote - I have followed the thread and succesfully prepared a quads mesh, however the border edges are not sewed together. As for me, I cannot get any proper mesh yet, cause I don't know how to use these scripts right. When I try to use it on the usual MD welded mesh, I get the same error, which was mentioned here - http://community.secondlife.com/t5/Mesh/Maya-Boolean-making-mesh-vanish/m-p/2462669/highlight/false#M25526- Error: line 1: TypeError: file C:\Program Files\Autodesk\Maya2013\Python\DLLs\mdSetupMesh.py line 92: Object [] is invalid # The line 92 is: cmds.delete(toDel) in the MakePlanarMesh function: And all that looks like this - http://i33.fastpic.ru/big/2014/0403/31/e978b8e00682b8700fb49ae0b5265231.jpg That is the script mdSetupMesh cannot generate all 6 blendshapes for the parts of mesh When I use it on the same mesh but exported unwelded, scripts generate 11 blendshapes instead of 6! http://i60.fastpic.ru/big/2014/0403/81/bd15933b0dd394a04043e677a1934881.jpg Following advice from one Maya forum, I changed the line 92 to if toDel: cmds.delete(toDel) But it didn't help at all, the same result. How to use these scripts properly and get a normal quad mesh? And how to wrap quads around blendshapes - at first I should pic quad flat meshes, then tri flat meshes, then Create Deformers - Wrap? And where is that option in Maya 2013 (or Maya in general) to change 0 to 1? (I'm not quite familiar with Blendshapes and wrapping yet). Another question I have - there was a plugin on that site too - https://sites.google.com/site/adamvanner/scripts-and-tools/avmergeedgescmd, with two files - .mll and.cpp. Where should I put these files in Maya's folders to make the plugin work? And how to use this plugin to sew the border edges precisely? If someone knows the answer, I would be very grateful to learn it from you. Though I don't make clothes for SL, I plan to make it for DAZ and Poser and have the same problems with meshes from MD (and I dream of the day they will make a new version of their sofware with export in quads). Meanwhile this day hasn't come yet and these scripts seem to be the best retopology tool for MD meshes I've found. And your forum seems to be only forum in the web where some people happened to use Adam Vanner's scripts on these meshes.
  5. Hello! Excuse me I'm nipping into your talk, I'm a newbie here and have the same problems with Md meshes and turning them into quads in Maya. I thought your thread is the most proper place to ask my questions, though before I asked this in the very thread - http://community.secondlife.com/t5/Mesh/Maya-Boolean-making-mesh-vanish/m-p/2462669/highlight/false#M25526, but as I see now, I choose a bit wrong place, cause it's enough old thread, so may me ask here? (if the author of the thread is still here). Zlyskritek wrote above he used scripts from Adam Vanner from https://sites.google.com/site/adamvanner/scripts-and-tools/marvellous-designer-quad-mesh-in-maya and got a quad mesh, just as Vanner promises. I try to run them too (in Maya 2013 now) and cannot achieve any decent result - the scripts don't work in my hands.Maybe these scripts are composed for another version of Maya - I wonder, which exactly? The plugin for welding edges, as A.V wrote here, was compiled namely for Maya 2013 x64 Windows (which I use). So I think the scripts must work within it too, am I right? Maybe, I run them wrong (I never have dealt with Python scripts before). If Zlyskritek or someone who used them with a success too, reads this thread, couldn't you explain me how to use them properly? I just select the mesh, then load the first script - getUVshells, run it and see no result, then load the secon one - mdSetupMesh, and in stead of working it's starting to updare some plugins (the message sound like this - Updating pymel with pre-loaded plugins: Fur, DirectConnect, studioImport, ikSpringSolver, rotateHelper, MayaMuscle, fbxmaya, ik2Bsolver, objExport # It's all it does. What does it mean? Is it necessary for the script to work or it's an error within it? How to fix it? Does Maya 2013 have built-in support for Python scripts at all, or I should install Python and PyMel for it separately? Prompt me what to do, if you know, I'm a complete noob in Python scripts so cannot figure out what I do wrong, How to make these scripts work?
  6. Hello to all you, people! Excuse me for interrupting your talk, I'm a newbie here, I found your forum through Google and hope you can help me by advice. Simply I am working too with Marvelous Designer and have exactly the same problem with MD meshes and Adam Vanner's scripts from https://sites.google.com/site/adamvanner/scripts-and-tools/marvellous-designer-quad-mesh-in-maya. Though I don't make clothes for Second Life, but I plan to make it for Poser and DAZ and met with with the same problem of retopology. I found MD is a great tool, nearly like a real sewing machine, but the meshes it generates is a little suitable for conforming clothes in Poser and don't suit for further modeling in the traditional vertex modeling software. For example, chaotic triangles don't let me extrude parts of the mesh, cut it and do many other things I want to do with a mesh. So I was looking for any way to do accurate and precise retopology and found nothing better than Maya and these scripts from Adam Vanner's site. So I had to install Maya and attempt to learn it, but as a complete noob, I have the same problems with running scripts - they don't work on my meshes at all. I try to run them in Maya 2013 - select the mesh, load uvShells at first, and nothing happens, then load mdSetupMesh and after this the program begins to update some plugins (such a message) - Updating pymel with pre-loaded plugins: Fur, DirectConnect, studioImport, ikSpringSolver, rotateHelper, MayaMuscle, fbxmaya, ik2Bsolver, objExport # The script itself doesn't work. As I see here, there is some errors in it, so where are they and how to fix it? You said there was a plugin instead of scripts - where can I download it and does it work in Maya 2013? How to run these scripts properly to make them work? It seems, your thread is an only thread, whose visitors have dealt with MD and Vanner-s scripts, cause in no other place I found an answer. Before I tried to use manual method in older version of Maya (2008), but it works too bad here, meshes disappear too often after boolean and even in a successful case they came out unwelded and I had to weld vertices manually, it's a headache. Can the last script can really weld borders? In short, I ask your advice, how to use and run these scripts in Maya 2013 (I don't know if they are written for this version at all). I iinstalled Maya 2013 (trial), cause I've read it has a built-in Python and doesn't need an external PyMel package. Is it really so and I'm doing something wrong, when running scripts from Script Editor or I miss any important thing, or I'm mistaken and need to install Python on my PC and PyMel in Maya 2013 manually? For me as a noob the last it's hard task, cause I tried to do it with older 2008, and was completely lost in a heap of existing Pymel and Pythons' versions and complicated installation documenation from Autodesk too.If I need to it with 2013, couldn't someone of experienced people here explain me how to do it clearly, which version of pymel I need and how to connect it with Maya and Python? I found out it's a bit hard to task to get this answer from people in the web, as if nobody knows it all. P.S If there really is an automatic plug-in, how to use it? Thanks in advance for answer, cause I rummage Web sites and forums for long and cannot find it yet.
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