Free Maya Files

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Aimon Jardine

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Jul 25, 2024, 1:49:20 AM7/25/24
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I am a running Maya 2016 and 2018 on both windows and Mac operating systems. When I create a file in Mac and try to open it in windows sometimes the file the file is not recognized as a Maya file (.ma or .mb) and vice versa, sometimes when I create a file on windows and open it on Mac the same issue occurs.

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Sometimes the file will open but it will have warnings about the Catmull-Clark not being correct and needing to use another, there will be missing parts or the whole model will be there, but it will be deformed and merged in ways that are unexplainable.

I believe at this moment, both operating systems are current with operating system updates and or patches, both Maya versions have all updates and patches installed and so is every other software on both computers. (this includes everything from .net frameworks, to rhino, render engines, plugins and several other Autodesk programs)

I am curious if this is an issue of simply doing something wrong while modeling that has created a problem rendering the file corrupt, or if this is an issue where there are hardware/software incompatibilities that I'm not aware of.

As for your files, I was able to open Normal.ma fine with no issues and didn't notice anything wrong aside from some geometry missing on some models which may have happened from switching between versions.

Finally the OpensCorrupt.ma file with the Catmull error. This error is usually caused because there is something wrong with the model like non manifold geometry. That said when I open the scene, theres 3 objects in the Outliner but nothing appearing in the scene which again probably happened to do switching versions/OS.

So I'm a graduate student in architecture. In our field, as designers we love Mac and most people in progressive offices tend to use both systems Mac and PC and Windows on bootcamp. The reasons vary, however I assume this is the root reason for us designers; is that Mac tends to be more stable across a wide range of software and frankly we like pretty things, and nothing about PC is sexy. I know, this is dumb reason to create problems for yourself.

However the larger point I'm trying to make is that collaborating between offices (and specifically for me in school), is that sometimes you have to work with people on different systems. Right now I am working with a partner who has a PC and I am on Mac. So we have needed to share models sometimes to work on different aspects of our proposal.

sometimes I create a Maya file on Mac side, and sometimes I create a file on windows Maya. Sometimes my partner creates a file on her widows and then these issues come up when I open them on my windows or Mac side.

I have tried copying parts of the model into new files and saving new, exporting as .obj, as well as importing into new files, as well as saving as .mb and .ma from both windows and Mac versions and still encounter these issues.

I believe from what Sean Heasley mentioned above, that the general issues I'm encountering are simply related to the differences between Mac and PC systems and generally not advisable to work on the same files in both.

I am asking about this because in my field of architecture we often work and collaborate with other people, often on different systems. So I know that this issue comes up from time to time and curious about why this problem comes up, which Sean has pretty much explained, and what other people do to work around this. Which is still unclear to me.

If you use the exact same version of Maya (for example Maya 2018.2) on different OS there should be no problem by interchanging files, but using multiple versions of Maya or different plug-ins will lead to trouble.

The stub files I put together resulted in only one definition for add(). So I modified the generator to output all the variations. But Pycharm would only recognize one of them. Python does not support function overloading.

Ok, stepping off the soapbox
PyRight is the LS that comes with vscode, so you could definitely test there.
And MyPy is the reference implementation of python static type checking. I was able to easily find a vscode plugin for that.
You may also want to test with Pyre from Facebook, but that seems a bit more involved to set up.

Ah! The project I linked is indeed from Luma pictures but it is not about pymel. Instead it it is about generating stubs for common python libraries from the VFX industry and makes them available on PYPI . For example pip install types-nuke types-mari gives you type hinting for Nuke and Mari. They are still missing maya.cmds, so I think you are pretty much a perfect fit for that project.
But I saw that you are not keen to go on GitHub, which I understand and respect. I will shut up now!

You will need some comercial software that can read the ma/mb files to convert them. But then, it would be easy to ask someone who have Maya, to convert the files.
Or maybe someone knows a free open source program that can read and convert mb/ma files to other 3d formats?!

This is a long way around the issue, but try installing Oracle VM virtual box from the software centre, then install Windows using an .iso image (from computer or dvd) then once installed try installing Maya and see if you can get it to run, then if you can import your files and export them to .obj, then email them to yourself.

Although this is an old post, it came up on google when I was searching for exporting files from Maya into Unreal in the right way. In fact, I want to point out that Maya (2017) has a built-in tool to export directly into Unreal. Hope this will help.

I've had great success with git, version controlling, sharing and collaborating on my programming projects, and would love to do the same with photoshop .psds, illustrator .ais and maya projects. Maya, as you may know, is a brilliant 3D modelling and rendering kit, but its projects are saved sort of like a programming framework, with various directories for source images and textures and the like.

Obviously all files are just numbers, so in theory git would be fine only updating the parts of the .jpegs or maya binaries that have changed, but do you think in reality this would this cause data corruption and tears? Like I say, I'd like to do the same with photoshop and illustrator files.

Most of the people I know who use Maya or similar software, keep their work on a network mounted drive to share with just a couple of collaborators. When a version is ready for release, it is rendered and hosted on a ftp site.

I've had this issue for a long time as well. Done quite some research and there are a few options for you to version control your graphical assets. Some of them require your own server (some requires you to specifically run Windows server) and some can be hosted on a third party server. My favorite (although not completely satisfactory) was Timeline from Pixelnovel.

In my experience, you should make sure that all your collaborators are using the same version of the software (both Timeline and PS/AI/Maya), older versions of PS requires you to run an older version of Timeline which doesn't handle the working tree the same way as in more up-to-date versions.

I've also version controlled large graphical assets with regular Subversion (no GUI) and I found it wasn't all that bad if you're OK with using the terminal. Of course, things like merging, conflicts etc. isn't possible with binaries but at least you get a neat version management with a structured log. Also, with SVN you can lock a file while working with it (which Timeline does for you).

Here is a quick update on what happened with my morph target process:
I have successfully managed to use fbx file exported from Maya and import objects and their morph targets in Blender. Then I used a JSON exporter and loaded the models in my three.js scene.

However, I had to reconsider the use of JSON loader (I might put the reason under a different topic). This encouraged me to go back to @donmccurdy 's reply and use the gltf loader (this and the fact that in the newest three.js r90 there are more examples of its use). I did that in the same way as the JSON - model and animate in Maya, then fbx export to Blender and finally Blender gltf export to the three.js scene. It might seem like a lengthy process but it is simple and it works for me - the morph targets work in the browser. I was thinking of trying the maya to gltf exporter but in the status I read: Exports the position, rotation and scale of nodes, but no animation yet. Code for exporting blend-shape deltas exists, but is not fully working yet.

I was making a game today and was importing some files because a video tutorial said so then when I finish making the game it says some crap like compiler error because Maya was not found and to go download it Now I can't find a download link and can't play my game I worked hard on please help.

If .mb (Maya) files are not associated with Maya, Unity will throw this exception. You have to associate your files with Maya in Windows explorer (right click file, properties, general, change, scroll down, more apps, scroll down, look for another app on this pc, navigate to maya.exe (it's in the bin folder). Then it should work. I don't think installing Maya automatically associates .mb files withe Maya for some reason (lame).

Hi I don't have maya files ,.ma and .mb still it is showing Console error "Maya could not be found" while creating asset bundles using addressables. i am using unity 2019.4.7 Addressables 1.16.15. does anyone have faced it , kindly let me know the fix.

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