maya and w3d cloning

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  1. #1

    Default maya and w3d cloning

    Hi all
    I've some problems cloning a w3d object into a world (all exported with
    maya)
    I've modeled in maya a single object (combined) with 4 shaders. Because of
    the way maya build his hierarchies, it put in a single model 2 nodes, one
    for visibility and one for transformations (called ObjectNameShape).
    Shockwave keep these nodes;

    if I clone the first node I can see the object but director tell me that it
    has only 1 shader.

    if I clone the second one (ObjectNameShape) director tell me that it has 4
    shaders but I can't see the object.

    So I discovered that I've to import these nodes separately and parent them
    each other to see all and modify the shaders. The problem is that at this
    point I've fisically 2 models in my scene instead of one. Does anyone know
    if there is a method to clone the whole object without have this separation
    such as 3dstudiomax do?


    Thank you
    Miriam


    .::[E|th]::. Guest

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  3. #2

    Default Re: maya and w3d cloning

    Have you tried deleting history on the model before you export?

    Dave

    ".::[E|th]::." <miriam@impulse.it> wrote in message
    news:c0qsvn$its$1@forums.macromedia.com...
    > Hi all
    > I've some problems cloning a w3d object into a world (all exported with
    > maya)
    > I've modeled in maya a single object (combined) with 4 shaders. Because of
    > the way maya build his hierarchies, it put in a single model 2 nodes, one
    > for visibility and one for transformations (called ObjectNameShape).
    > Shockwave keep these nodes;
    >
    > if I clone the first node I can see the object but director tell me that
    it
    > has only 1 shader.
    >
    > if I clone the second one (ObjectNameShape) director tell me that it has 4
    > shaders but I can't see the object.
    >
    > So I discovered that I've to import these nodes separately and parent them
    > each other to see all and modify the shaders. The problem is that at this
    > point I've fisically 2 models in my scene instead of one. Does anyone know
    > if there is a method to clone the whole object without have this
    separation
    > such as 3dstudiomax do?
    >
    >
    > Thank you
    > Miriam
    >
    >

    Dave Mangle Guest

  4. #3

    Default Re: maya and w3d cloning

    Have you tried cheese and crackers?

    "Dave Mangle" <webforumsuser@macromedia.com> wrote in message
    news:c0t3e8$ij7$1@forums.macromedia.com...
    > Have you tried deleting history on the model before you export?
    >
    > Dave
    >
    > ".::[E|th]::." <miriam@impulse.it> wrote in message
    > news:c0qsvn$its$1@forums.macromedia.com...
    > > Hi all
    > > I've some problems cloning a w3d object into a world (all exported with
    > > maya)
    > > I've modeled in maya a single object (combined) with 4 shaders. Because
    of
    > > the way maya build his hierarchies, it put in a single model 2 nodes,
    one
    > > for visibility and one for transformations (called ObjectNameShape).
    > > Shockwave keep these nodes;
    > >
    > > if I clone the first node I can see the object but director tell me that
    > it
    > > has only 1 shader.
    > >
    > > if I clone the second one (ObjectNameShape) director tell me that it has
    4
    > > shaders but I can't see the object.
    > >
    > > So I discovered that I've to import these nodes separately and parent
    them
    > > each other to see all and modify the shaders. The problem is that at
    this
    > > point I've fisically 2 models in my scene instead of one. Does anyone
    know
    > > if there is a method to clone the whole object without have this
    > separation
    > > such as 3dstudiomax do?
    > >
    > >
    > > Thank you
    > > Miriam
    > >
    > >
    >
    >

    Dave Mangle Guest

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