![]() The eyes in our image now look like this: Open the color balance section on the same file1 tab of the attribute editor and verify that “Alpha is Luminance” is unchecked (Figure 10 below). This step for transparency will probably will NOT be needed if you import straight from MakeHuman, but it may be needed if you do intermediate work in another program like 3DSMax. ![]() You navigate to this file by left clicking on the yellow folder file attributes section as shown in the image below: In our example, this texture is called blue_eyes.png. Which you can click to allow the attribute editor to locate the texture map for your eyes. The checkered button next to transparency (see Figure 7) turns into an arrow,.In the Create Render Node dialog box that pops up, click on file.In the phong shader section, open the Common Material Attributes section and click on the checkered button to the right of transparency.In the attribute editor on the right side of the screen, use the right arrow key to make sure the right-most tab is visible and click it to show the corresponding attributes.Once in front view, left click to select the eye meshes, and perform the following steps: **Figure 4** Basic Repair of Eye Transparency = One way to do this is with the panel menu just above the viewport. It can be hard to select the facial mesh objects in perspective view so it is advisable to go into orthographic front view. We must tell Maya to use transparency from the corresponding alpha channel when rendering the corresponding mesh. The process of fixing the eyes, eyelashes, eyebrows, and hair is the same in each case. The thin lines on the face are an artifact of having included the facial rig by choosing the default skeleton. Holding down Alt and scrolling with the middle mouse wheel allows us to zoom in and see the problems with the imported eyes, eyelashes, eyebrows, and possibly the hair: By clicking the textured icon at the top of the viewport, the viewport shows a preview of how the rendered, textured image would appear: The only color in the viewport is the shoes which had a simple diffuse material which was not associated a texture. ![]() When the file is initially imported into Maya it looks like this: By default the exported file will be found in ~/makehuman/v1/exports/ (where ~ is the user home directory). Maya can import either ASCII or binary FBX files, so either type of export can be used for MakeHuman export. The FBX export settings used for Maya import should include setting the scale units to centimeters on export. We will use the file created in the “Illustrating the Export Process for Subsequent Import” section. Moving Assets into Autodesk Maya Introduction ![]()
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