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Using a 3d .obj from Maya

Apr 21 2009 | 8:05 pm

Hi there. I produced a simple 3d Eyeball in Maya (which is basically a sphere with a texture on it!), and exported it as a .obj file. I was wondering if there was a simple way to get this straight into Jitter, as it looks on maya.

I’ve been trying all sorts without any luck. I Can get the 3d model into jitter, but that’s with no texture. The only way I can get a texture on it, is from loading an external image, but then it either streches the picture so it’s all horrible and pixelated, or simply maps it over the sphere multiple times. Either way it doesn’t look as good as how the model looks in Maya!

After looking at the jitter tutorials I noticed that the ‘apple’ and ‘mushroom’ .objs from the 3d Model tute both have .tiff image files to go with them. I’m assuming I need one of these for my Eyeball texture, but I can’t seem to find an option to export this from Maya anywhere?

I’m a total beginner when it comes to using 3d but I have been scouring the internet and help files for hours!

If anyone could shed some light on my situation i’d be very greatful,


Apr 22 2009 | 3:28 pm

I usually use .jxf files for textures – it’s faster when you load and cnahge many objects.
there are simple steps to record your picture to .jxf.
when exporting from Maya, as far as I remember, materials should be unchecked, you need groups, smooth shading and something else.
also if you want to use Maya texture, you have to take it’s map. something like in the example. Here is simple patch with model and texture.

Apr 23 2009 | 10:25 pm

Thanks for the reply!

That eye you supplied in the example is just what I needed. I might use that in my patch – with your permission of course! I just needed a simple 3d eye for an installation I am putting together for a Uni project.

Gonna do some more reading up on the JXF file format and try to figure out how to map my own images to my own models etc.

Nov 04 2009 | 9:20 pm

If the eye is made with polygons you need to map the UV orthoginals to the 0/1 texture space. If it’s a NURBS model then you don’t need to map UVs but you will need to position the texture using the Place2DTexture node.

Refer to the Maya help files, they are great.

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