I have a problem exporting models that have multiple materials (example: 3 blinn textures assigned to one model), and I think I read on the forums that this isn't allowed. My question is: how can I remove all the materials I set to a model in maya? Google isn't helping me this time =(. I just want the model to revert back to the default grey material used when creating primitives and such.
I also noticed that if I delete all the material nodes in the hypershade editor the model turns green. Any ideas what is going on?
Thanks in advance
Using Maya 7.0 Exporter (Noob question)
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Re: Using Maya 7.0 Exporter (Noob question)
If you delete all materials (you can't delete "lambert1") everything turns green because the model has no assigned material/texture ...
Simply drag and drop the "lambert1" material onto the model (middle mouse button). But if you want to export the scene to Ogre it is better to create a new material which you can rename (you can't rename "lambert1") ... because you need to have different materialnames for different models (*.mesh files) in Ogre ...
Simply drag and drop the "lambert1" material onto the model (middle mouse button). But if you want to export the scene to Ogre it is better to create a new material which you can rename (you can't rename "lambert1") ... because you need to have different materialnames for different models (*.mesh files) in Ogre ...
Last edited by Falk on Tue Feb 14, 2006 8:56 am, edited 1 time in total.
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For now, to avoid collisions with all my different material files using the lambert material I just create a material name prefix, like "Object1/Lambert1" and "Object2/Lamert2" etc.
You said earlier to make material names that I can rename...how does that work? I thought that the mesh has it coded in to look for a specifically named material, so renaming wouldn't work, with the exception that the mesh is regenerated.
You said earlier to make material names that I can rename...how does that work? I thought that the mesh has it coded in to look for a specifically named material, so renaming wouldn't work, with the exception that the mesh is regenerated.
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You can rename every material in maya (apart from lambert1). Doing that of course would force you to export the whole scene/model again. Another possibility would be to open (e.g. with textpad) the *.mesh and *.material files of an model and change the material name there ...
(i hope i don't misunderstand your problem)
(i hope i don't misunderstand your problem)