It's interesting to see so many Maya questions in here! I know Krome Studios have switched to Maya as their main 3D application, whereas other studios like Atari Melbourne House have a preference for Softimage. Anyway, I'm wondering if you have recenyly made a switch in 3D applications, what did you use previously, and what made you switch.
The uni I go to switched to maya this year, from 3dsmax.
As a result Ive had to learn both packages and im very glad for that, but I have found maya to be much better for my workflow, though max does seem a little more sensible in some things, albeit slightly less powerful.
Im a maya convert i must say.
This is something I posted at cgtalk today, thought I'd test the Maya groupies here with this question. [:P]
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Does anyone know off a way to invert the direction of the W channel for UVW's?
I can play around with the U and the V but there is no where in Maya I can see of defining or modifying the W channel.
I've always thought that they relate as such, RGB, XYZ, UVW all correspond but in Maya 6.0 I have found you only have access to the U and the V.?! Did they neglect the last channel? Or is it so hard coded into the vertex or face normals that you can't modify it without modifying them also.
To put it in context, I have modelled something with symetrical components and I need them to be a contigious mesh, as such they use the same UVW coordinates.
Now if I apply a map that relates to the pixel normals of a mesh (normal map or similar) the coordinates are taken from the UV's therefore one is correct and the other is inverted, logically.
If I could select the offending UV's and invert them in the W channel then my problem would be solved, I know its possible in most other packages.
Any help on this would be greatly appreciated, if its not accessable then thats a major oversight on Alias' part.
Cheers,
Malus.
heh most of that maya thread is me the maya newb getting confused and aven coming to my rescue :P