3ds Max to FBX to Maya Lag

Started by lauris47, July 10, 2018, 03:13:47 AM

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lauris47

Hi,
I am not familiar with 3ds Max at all, so I exported everything to more familiar Maya trough fbx.
I am experiencing huge lag, especially with some tools as snapping, changing pivot, uv is not usable at all 2 - window lags extremely, scene loads very slow, part by part which I never experienced before.
I have created bigger maps, with 10 million polygons, which did not lag like that.

I was narrowing down the problem, tried to replicate the same amount of polygons in an empty scene, disconnect textures, materials, combining meshes, deleting various histories etc. However, it still lags.
Does anyone have any idea why this is happening?

PC is i7 9nth gen 12 threads, 16gb ram, 1080 ti, ssd...
Maya 2018.3

Thank you

wallworm

Hi,

I'm not clear on the question. You mentioned exporting something to Maya. Is the lag inside Max or Maya? If inside Max, then I'd need more info. If inside Maya, I have no advice as I do not use Maya.

lauris47

Lag is inside Maya. For example if I take a wall model (simple 4 edged) and open UV editor, UV editor would lag so much that moving it's window is problematic. It appears as if it is constantly looping trough some code. We tried on two different machines and two different Maya 2018 releases.

wallworm

You'll likely need to ask this on a forum dedicated to Maya. I can only answer Max and Wall Worm related questions.

lauris47

I understand. Although I think it is related more to Wall Worm exporting process, and workflow leading to Maya than actual Maya.
I am working with Maya 7 years, never had such issue. Thank you for reply though.

Maybe someone with Maya experience had similar problems?

wallworm

I am confused about how WW fits into this? You will need to spell out the entire process, beginning to end, on how the assets are getting into Max (what format they come from) and the process you are using to export to FBX to send to Maya.

In those functions that WW uses an FBX, it's all just standard FBX calls. You should provide more information.

lauris47

I figured out some things and probably the cause of the lag. Many of the models in Maya will have some node connections to each model, which I could not automatically delete as it can usually be deleted (Delete by Type >history and others).

Some other issues appeared because of multiple UV sets for each model. I could solve that by moving every UV to "map1" from probably 3Ds Max naming of UV set "UVChannel_1" and delete  remaining UV sets on each model.

PS I probably exported trough Send To Maya option rather than to FBX as I stated before. But now I think that if I would export to FBX it should theoretically remove every unnecessary node, history etc from each model. The problem with that is that I don't know how to maintain material/texture associations automatically after the file is loaded again in Maya. I will post my findings here later.

wallworm

The UVs must be some issue with the FBX conversion because all of the assets that Wall Worm generates are always using UV map channel 1. They are never named explicitly in Max due to WW. WW is just using native, standard uv mapping functions. I'm not sure how/why the FBX process is manipulating them in any non-standard way. Have you tested using standard Max objects (like a Teapot) and seeing if there is a different UV issue?

In terms of the extra node, again, this must be an FBX setting. I suspect that the FBX setting is automatically applying a skin modifier and creating root bones. But I do not know.

Try instead to use the File > Export > FBX and set the content types as static.

lauris47

Ok, i found something simple that should definitely be considered when playing between Max and Maya. In Max standard UV naming is UVChannel_1 while in Maya it is map1. When any file is sent to Maya, no probably no matter how (send to maya, export as fbx or obj etc) the UV naming remains. When such object is merged with any object in Maya one of the objects will have no UVs leading to black textures. Reason for that is because one model is using UVChannel_1, while other map1. In maya everything should be moved to one UV set fx. map1, then model should display correctly. This will not solve lag issues, but at least there will be no problems with textures / UVs.  If one has huge amount of objects its better to use mel script to rename uv set from Max's to Maya's:

    // get selection
    string $sel[] = `ls -sl`;
    //figure out which UV window to query for UV sets
    string $texWinName[] = `getPanel -sty polyTexturePlacementPanel`;

    //Rename uv sets to the same name so it can be merged and no black textures will appear.
    for ( $obj in $sel ) {
         select $obj;
        //query all UV sets on selection
        $UVs = `polyUVSet -q -auv`;
        for ($set in $UVs) {
            string $mapName = $set;
            if ($mapName != "map1"){
                //$mapName = "map1";
                // rename from any name to map1
                polyUVSet -rename -uvSet "" -newUVSet "map1";
            }
        }           
    }


I also added pictures of the nodes that are not delectable automatically trough standard Maya operations. I got this script, don't remember if I modified it or not.. it can end up in an error after operation, but it will clean all these nodes. These nodes definitely has to do something with FBX and UVs as the naming of them indicates that. it can also be related to lag and Maya crashes, as bigger construction history tend to lead to that.

{
string $selectedObjects[] = `ls -sl`;
int $selectionSize = `size($selectedObjects)`;

for ($i = $selectionSize; $i > 0; $i--){
    polyUVSet -currentUVSet -uvSet "uvSet" $selectedObjects;
    polyCopyUV -uvSetNameInput "" -uvSetName "map1"  -ch 1 $selectedObjects;
    polyUVSet -currentUVSet -uvSet "uvSet" $selectedObjects;
    polyUVSet -delete $selectedObjects;
//  DeleteHistory $selectedObjects;
    }
}



wallworm

I'm not clear on this issue. It's probably something better to bring up with Autodesk directly. There should never be any issues of uv channel names when going back and forth between Max and Maya. And there should not be any unnecessary extra nodes. So this really sounds like a bug in the FBX exchange. I'd report it to AD directly.

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