FREE JJ OBJ Toolkit v1.1 for Maya - Update & Demo

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  • Опубликовано: 8 янв 2025

Комментарии • 18

  • @DGFA-
    @DGFA- 2 года назад +1

    Hi, great tool! Unfortunately it throws an error in maya 2023 and do not start.

    • @JanJinda
      @JanJinda  2 года назад +1

      I know. I have to convert it to python 3. It’ll be soon though

    • @OmarHesham
      @OmarHesham 2 года назад +1

      @@JanJinda Im getting an error in 2022 also saying invalid syntax :( Must be a python 3 thing as well

    • @JanJinda
      @JanJinda  2 года назад +1

      It is. I'll try to release updated version next week.

    • @OmarHesham
      @OmarHesham 2 года назад +1

      @@JanJinda Sounds great! Thanks Jan!

    • @JanJinda
      @JanJinda  2 года назад +1

      Finally updated! Download v1.2 here www.artstation.com/a/335434 or janjinda.gumroad.com/l/jj_obj_toolkit

  • @sundarr5653
    @sundarr5653 5 лет назад +1

    Are you having any plans to implement this feature for Houdini. Because whenever the objects gets imported or exported between Maya and Houdini the scale varies. Can you please look into it and also how can the UVs of the object can be preserved. Thanks!

    • @JanJinda
      @JanJinda  5 лет назад +1

      No plans doing it for Houdini. I’ve recently started to learn it. Once I know Houdini a bit better, I’ll definitely do some model/asset #3DQuickTips video. Potentially some tools in farther future.

  • @OmarHesham
    @OmarHesham 4 года назад +1

    Thanks for this awesome tool Jan! I've been using it for some time but ran into an issue where blendshapes import dont work if I use it on a mesh with name spaces. It just imports the posed model without applying it as a blendshape. I am working inside of a lighting scene where the neutral model is referenced in. Due to the reference there is a name space, the tool doesnt seem to work with the name space. Is there a way to ignore name spaces without having to hard import the neutral model first?

    • @JanJinda
      @JanJinda  4 года назад +1

      Thanks for feedback Omar. Honestly I was not even thinking about using that tool with namespaces, so wonders it is not properly working :)) i would have to take a look at it and fix the script. However I won’t have time to do that in the. near future, I’ll add it to my to do list though.

    • @OmarHesham
      @OmarHesham 4 года назад

      @@JanJinda Oh awesome! Thanks man. Yeah would be really useful so we dont have to import referenced models into the scene and lose that connection.

  • @tinodinamita8158
    @tinodinamita8158 5 лет назад +1

    what happens when the mesh (like the face at the end) already has blendshapes, and maybe you want to update some of the BS and add a few new ones in one go, would that work?
    what happens if there is any change on vertex numbering / amount on the incoming meshes? can you override the old geo, or it fails?

    • @JanJinda
      @JanJinda  5 лет назад

      Hi Tino, as for current version of the script. If there already are blendshapes on the mesh it should just append those. As for modifying existing blend shapes, it cannot do that right now.
      The script is checking if vertex count is matching, as for vertex numbering, not yet.

    • @tinodinamita8158
      @tinodinamita8158 5 лет назад +1

      ​@@JanJinda if you create bs channels with the name of the input mesh, you should be able to check if its the same, ask if you want to "add as new channel" (ask for a rename), "add as in between state", (if yes, and you can tell how many shapes are already loaded in the channel, allow a number from one less to start to one more after end for example) but if you want to "replace" you just grab the animation curve of the existing channel, delete the channel, create the new one with the same name and assign the animation curve.. does that sound useful?

    • @JanJinda
      @JanJinda  4 года назад

      Hi Tino, yep that's definitely doable. I'll keep that in mind for future updates! Thanks.

  • @FormJune
    @FormJune 5 лет назад +1

    May I have report bug? script doesn't load obj plugin if that's appears to be turned off. it might be simply fixed.
    if not cmds.pluginInfo("objExport", q=True, loaded=True):
    cmds.loadPlugin("objExport")
    And thank you for tool! Very handy :)

    • @JanJinda
      @JanJinda  5 лет назад

      Hi Andrey, thanks! I know about that and it'll be fixed in the next release.