How transfer from Rhino to Maya

First of all, hi everyone! This is my first post.

I dont work with Rhino, sorry guys. Im animator, my friends are other 3D sofwares as Maya or Blender.

Im working with a modeller who works with Rhino and the workflow right now is a totally pain and time consuming.

I´ve to animate and render a mechanical design but the files I recieved are impossible to solve.

My deadlines are near and Im starting to going crazy.

¿Whats the correct workflow for transfer models from Rhino to Maya (assume we are going to work with animation and polygon mesh)?

I´ve read a few wikis and saw some videos but nothing solves my problem.

We tried first with obj and fbx without converto to mesh, absolute mess.

Now we are working with .iegs files…but I cant work with that. The forms are there (and so much more), but after the cleanup I´ve founded that a simple small piece of my model have at least 60 parts. Maya is not NURBS friendly I havent enough time to convert that 60 pieces to meshes, joining them, clean…and continues with other 100 parts of the model. I cant even work grouping that, because tiny gaps may make problems with rendering and its (almost) imposible to work with textures or animation having 60 pieces in one small part.

We havent tried yet to convert from NURBS to mesh into Rhino ¿is that the solution? ¿it wont create to much crapy tessellation and triangles?

¿Or is that we have to join surfaces into Rhino (don’t know if that is even possible)?
¿Is there any plugin or converter? ¿Anything else I missed?

Or the realistic answer is “redo all in Maya”

Im simply begging for a nice mesh in Maya :crying_cat_face:

Thanks a lot to everyone for your help

Have them join all surfaces in Rhino into polysurfaces if they aren’t already joined. Then have them select only the objects in the file that you need and run the Export command. This will save out just what is selected at that time. Use the obj format which as you know will carry UV info and any material name which can be handy if the Rhino modeler set any of that up first. I use material names as a selection/grouping mechanism in Blender this way.

Then depending on the geometry, you may need to cull duplicate verts, unify normals or change the weld tolerance for smooth shading to look right in your animation package. This can be done in Rhino too if they use the Mesh command to make meshes first from the NURBS data in order to clean up and export the meshes directly.

I hope this helps… if not, post a 3dm (Rhino file) and some screenshots of how it looks for you once imported into Maya.

Thank a lot Brian, I gonna try that workflow this evening and post the results. Thanks again.

You can also export as an IGES (select maya from the list of types during export) . This will import the nurbs surfaces into Maya.
As an option.

Thanks to everyone.

The correct workflow I found is:
-Join polysurfaces of each piece of the model that you want as separate objects in Maya and put them in separate layers.
-Export as obj. with this options:

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