
Navigate to where you stored your DXF file, select it, then press Import Step 4: Cleaning up your model within Maya I should mention that you can import 3d content into an existing scene if you’d like, but I like to import models into an empty scene so that I can quickly identify and fix any issues that may come up. Jump over to Maya and go to File > Import and choose your DXF file you just created. You can choose whatever you prefer for Units, as well as the Grouping Method. The settings I typically use are as follows: DXF export settings in FormZ
#MAYA TO FORM Z IMPORT SERIES#
Once you press Save, a popup window will appear presenting you with a series of options for exporting to DXF format. Give it any name you like and save it anywhere – it doesn’t matter. You would think that a more common format like OBJ would work better, but trust me on this – I tried them all and DXF works the best. Once you’ve deleted all of that unnecessary data, go to File > Export and select DXF. All unnecessary components (lights, views, unused shaders, etc) have been deleted in FormZ. It’s also smart to delete any geometry that is unrelated to the model you wish to export. In FormZ, open the 3d model you wish to export and delete all the lights, cameras (views), and unused shaders. To show you how that works, let me take you through the steps using my soap box 3d model as an example: Step 1: Prepare your model for export
#MAYA TO FORM Z IMPORT TRIAL#
It took me a long time of old-fashioned trial and error to find the best method of exporting solids-based smooth 3d models from FormZ to Maya, and I’m happy to report that I found a workable solution. I was frustrated, but the optimist in me knew that there had to be a way. A lot of geometry ended up getting lost in the translation, and the parts that did make it were often broken beyond repair.

Early attempts were not good – Maya doesn’t like smoothed solid geometry very much, and simply exporting generating an OBJ file and then trying to import didn’t work well at all. fmz files into Maya has been a high priority for me. Of course I still (and always will) have a licensed copy of FormZ in my creative arsenal, but that’s not the point – I want to do the bulk of my work in Maya from this point forward and reverting back to FormZ to create my stock illustrations is not what I want to be doing. You’ve probably noticed that I reuse a lot of my existing content to create new illustrations for my royalty-free stock image collection, and the thought of not being able to use any of that content anymore was keeping me up at night. Before I started using Maya, it scared me to death that all that work I’ve done over the past 8 years might be rendered obsolete by switching 3d platforms.

Most of that frustration has come from trying to figure out how I can keep using all of the 3d models I’ve built in FormZ over the years. Mostly – though I’m not going to lie when I say it can be frustrating at times.
#MAYA TO FORM Z IMPORT SOFTWARE#
Are you totally sick and tired reading about me gushing over Maya yet? 2 out of my last 3 posts deal with my recent (er, ongoing) transition to this new modeling software and I’m here once again to let you know that still loving every minute of it.
