Then on the top menu choose 'File->Export Selection.' The next step is to use the drop down menu in the export selection dialogue. I do this by going to the selection tab on the bottom of the screen and then choosing object. if maya has to evaluate the edge unfolding for every frame you are setting yourself up for headaches later. Upon opening in Mudbox (automatic) you will have to select the object that you wish to 3D print. I prefer not to go that route because leaving things as they are results in over head the more complex the scene gets.
#MAYA 3D TEXT HOW TO#
Sadly this also means that its not trivial to go back and edit the text without a destructive work flow that depends on this stack of corrective measures, other wise you'll just have to accept some artifacts and figure out how to minimize them. Create and share presentations to communicate your concepts and.
#MAYA 3D TEXT PDF#
if you use the built in bevel options from the text tool you'll just have more topology to fix. 3D PDF for Maya allows sharing of Autodesk Maya designs and supporting data with anyone, anywhere with the free Adobe Reader. if you need the bevel effects that the text tool can produce you can always add those in the extrude options. if this problem pops up then undo that and go to town with the insert edge tool and manually drop in your supporting edges- realize that you probably aren't going to get proper quads out of this unless you fiddle with it.Īfter you've inserted the edges you need extrude your object. The best solution I've found to this is to convert to polygons and save either the front/back face and delete everything else (*make sure your normals are pointing the rite way) then triangulate the mesh. To anyone who comes across this thread, I found a solution in another forum spire2 posted solutions to my two biggest questions, that is how to set the font and alignment of a text object.The code is in python: import maya. this at the consiquence of folding edges over themselves. if you have an object that has holes in it, eg D p and e, with uneven number of verts between the inside and outside curves maya will throw edges where ever it can to solve the object as a solid face. Maya has a bit of a finiky way of treating the unwinding order of objects that don't have enough supporting edges.
This is a Nurbs artifact from the conversion to Polygons at render time.