Formatting for Shapeways with Maya and Meshlab
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Bring Your 3D Models to the Real World
That's where I start seeing problems. Shapeways requires STL, VRML, Collada or X3D file types. I teach students to work with Maya and would like to encourage them to add this technology to their arsenal. Unfortunately, even though you can import a great number of file types, I have yet to export them without some sort of error cropping up as soon as I upload it to Shapeways. Their website suggests MeshLab (a free program) for file conversions, but they don't seem to have much information on using it in conjunction with Maya.
Well, after a bit of trial and error, I've finally come up with a work flow that's given me successful results. This is not a modeling tutorial. I'm assuming you already know how create models with usable geometry and if you don't then you can look up what you need to know on the Shapeways website. Here I intend to focus entirely on formatting your models for 3D printing.
OBJ Export Plug-in
Let's start in Maya

I usually export my models in .obj format since it's widely acceptable by many programs. Thing is, it's not a default option when exporting. Make sure it's available by going to Window>Settings/Preferences>Plug-in Manager. Near the bottom of the list you'll see "objExport.mll". Check "Loaded" and "Auto load" and then "Refresh" and close the window.
Resize Your Model
I have yet to find a way to change the units that Meshlab uses and it only seems to save my stl files in centimeters, but Shapeways only gives me options for meters, inches, and millimeters. That's why I always scale down my model when I'm still in Maya. Set the scale to 0.394 your channel box for X, Y, and Z directions and when you set your units to Inches while uploading later it will come out the same size you made it in Maya. Export Your Model

Now, with your object selected, all you have to do is go to File and click on the box to the right of Export Selection. This gives you your options. Select OBJexport in the drop down menu and if you scroll down to the bottom of the window you can turn off all the extra stuff you won't need. Export Selection and name your file.
That's it! That's all you need to do with Maya!
Convert to STL
Let's move to MeshLab

Open your OBJ in MeshLab. You don't have to do anything to it here. Just save it as an STL file format. Yeah, it's just that simple.
But What About Color?!
Combine
If you have multiple objects I would recommend combining them now. I get errors in Meshlab if I export from Maya without combining first and you might as well do this before the next step. Triangulate
I'm not sure if this is always a requirement, but it seemed to fix the problem. I usually model with quads (four sided faces) but I kept getting errors when I uploaded to Shapeways. I kept getting the error, "Only manifold objects can be printed" even though there was nothing wrong with my geometry that I could find! Well, in an act of pure desperation, I clicked Mesh>Triangulate. I Didn't get that error on my next try, so it seems to have done something. Resizing Again
Going back to Maya
Shapeways does not require you to enter the units for VRML models, but it seems to get it wrong anyway. It seems to end up 100 times too big! That's why I'm changing the scale from 0.394 to 0.01 and not setting any units in Shapeways. Using a Color Map
Exporting with Color

Go back to the Export Selection's option box. This time make sure Materials is turned on. Export the OBJ and open it up in MeshLab. Yes, it may show up completely black, but as long as there's a message on the bottom that says something like "Texture[ 0]='image.png'" then you're fine. This time save it as VRML file format (.wrl).
Update!

I recently updated to MeshLab 1.3.0 and ever since then the VRML exports have been uploading to Shapeways with their UV's all messed up. I'm using .X3D now and I'm getting much better results. I kept getting errors while exporting the mesh, so I deselected "Color" and "Normal" from both the "Vert" and "Face" columns as seen in the image above. Apart from that, the procedure is the same as with the older version of MeshLab.
Zip It!
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by WillLaPuerta
I'm a 3D graphics artist specializing in modeling, UV layout, and color mapping with Maya and Photoshop. When there are enough students I work as a Te... more »
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