Spent the night actually trying to adapt it to LT and 2014/2015, along with adding folders. Will be updating the thread as soon as both are done !
Keep in mind that any LT version will not be benefiting the API transition later on, but it will include most features in the short-term (a month or two from now on).
Nice update to be able to add multiple mesh at the same time. On the same note as the random rotation maybe a scale option could be nice... and maybe like in spPaint to control the each axis or global
Random is already done, coming in the next update the UI has been tweaked a bit to give more space to the new feature, too.
As for the scaling, are we talking about scaling just for floaters ? or even Blends too ?
I wouldn't give the user that "power" for Blend mode, as it might screw your mesh very easily depending on what you put in the Blend scale, but if you have any idea oh that subject do tell
Haha yeah C4D is definitely not going to happen. I could port the current Python internal build to other DCC applications but i prefer to focus on one software and tackle one set of issues instead of going everywhere
New update *might* be coming tonight, with LT support, folders/sub-folders, new UI, mass asset creation, random rotations, custom asset names and a bunch of other stuff
EDIT : Also, after thinking a lot about this and getting a few dozens of E-mails from AMT/Quick Pipe users, the price will be set to 25$ on this update, too Too bad if you bought it already at 35$ tho x)
Slowly porting Kitbash Master code to MESH BLEND, which means no more heavy coding for Adnan again x)
No update for tonight ! but here's a quick preview of what's coming have a bunch of other stuff that isn't in there yet, just MEL procedures floating around the code.
Apart from the features listed in a previous post, there is one special feature that might see the light of day without waiting for the API : curvature-based deformation !
I've started a basic implementation on the side, and will continue here and there, but this week is going to be very busy work-related, so the next update is gonna combine all the listed feature and if we're lucky the curvature-based deformation too it will just take some more days to combine all that stuff in-between work now
Renaming assets is also coming to the party, btw !
Great to see that you are adding stuff quickly... As for the scale it would be for the blend since as an example some of your pieces when used end up bigger than the face selected but in some case if you want to have a small blend on a larger face that could be nice...and to enforce a relative scale on some details like rivet or screws etc. If someone put a too big or too small value well then it s a user error not a bug as long by default it acts like you have it setup.
One thing I found and could be nice to have is when you use the tool and do undo you loose your faces selection...maybe hard to call back that info but if you place the wrong mesh or want to replace with a different one you have to redo your selection.
As for the scale it would be for the blend since as an example some of
your pieces when used end up bigger than the face selected but in some
case if you want to have a small blend on a larger face that could be
nice...and to enforce a relative scale on some details like rivet or
screws etc. If someone put a too big or too small value well then it s a user error not a bug as long by default it acts like you have it setup.
@jul_lef Yeah the current algorithm still isn't 100% consistent in the way it scales the geometry, will be improving that in the near future along with the bridging algo too.
The thing with the scaling that prevents me of doing it is mostly Maya's broken undo. See, when you import a mesh in a scene, Maya kills your undo queue 100%, and since the scaling is very prone to user input issues (never underestimate how messy some users can be with such tools x) ) I'm gonna have to fix that undo issue first before doing a random scaling parameter i know it's technically a user issue if shit happens, but having an undo to help them get back to where they were would be great.
@oglu custom tool ^^' i've made it a year and a half ago and it only works with Blinn materials. People have been asking for it a lot, so i might someday improve it and share it for free to the public ^^'
Hey Fansub this looks great as usual The blend thing is nice, but do you have any video of the floating workflow? or is it the same but without the mesh being blended?
So here is an example of what I mean for the scale. If you can have the same size it would make sense for some case as a choice...since the scale version has a lower polygon density in compare of the size that could look not great in some case or you have to over tessellate the geo to keep everything smooth.
As the undo great if you can do something about it like maybe save selection and bring it back with a special undo command.
In the end any update will be great even other stuff you have plan it s just some ideas
Thanks for that image ! Yeah i see what you're saying now will have to look into a safe way of doing this, like maybe using the scale of the first blended asset for all the others. Added to the workplate, might want to check it once i'm done with the current set of tasks to do
In regards to the fill hole thingy, yeah someday ^_^'
Yo ! there's a 50% discount on all my tools going on for anyone who bought the 9$ "Get Faster in Maya" tutorial by Wiktor Öhman this is a good opportunity to catch Mesh Blend for only 17.5$ instead of 35$,
Yeah scaling with floaters so far is not really 100% accurate, i've been fiddling around with it for the past couple of days, will hopefully include it in the update
It might be a compatibility issue with Update 4 of Maya 2017. I'm waiting for this weekend to pick up the work on the new update, almost everything changed from the current version, including more solid support for Maya 2017, 2017LT and 2018.
Will update this thread as soon as i have some news really sorry for the inconvenience !
Hey there ! update is nearly done, i've commissioned a kitbash library with an artist and received it the other day. I'll squeeze in every minute i have in the coming weekend and try to release it
simdesigns : to show the wireframe on the library i'd guess you can just set up the wireframe on shaded to be visible when you create a new asset, but you can't have it on already created assets i'm afraid
In regards to responsive design, that's a nono when doing a MEL user interface. Sure it could be done, but things would be too slow to be worth it
The current version doesn't. As soon as i'm back on the tools i'll double-checking LT support. Last internal build it was working great, just need to check 2018 compatibility.
Man, AMT Mesh Blend 1.1 plugin has issues with saving meshes in the Floating Assets Library. For some unknown reason it keeps randomly deleting some of my meshes i saved. It's super frustrating! Please double check it before releasing v 1.2. It might as well have problems with saving and memorizing high poly meshes (40-100k). I need to use this as a kitbash library with meshes generated in Fusion 360 as well, or made with Hard Mesh 2, not only low poly subD. Thanks.
PS: And i think i know where the problem is: the Floating Assets Library seem to always reduce to the same number of items like as many you have in the Blending Assets Library. That shouldn't happen i believe, as they are two separate things.
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 600.58: "$OBJName" is an undeclared variable. //
// Error: return $Edges;
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 603.14: Use of "return" statement is only valid within a procedure definition. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 605.1: Syntax error //
// Error: string $GetName = basenameEx($Image);
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 615.36: "$Image" is an undeclared variable. //
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 783.59: "$Component" is an undeclared variable. //
// Error: if ($Operand == "Blend") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 835.15: "$Operand" is an undeclared variable. //
// Error: else if ($Operand == "Float") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 838.20: "$Operand" is an undeclared variable. //
// Error: if ($Operand == "Float") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 842.15: "$Operand" is an undeclared variable. //
// Error: else if ($Operand == "Blend") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 850.20: "$Operand" is an undeclared variable. //
// Error: if ($Operand == "Blend") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 858.15: "$Operand" is an undeclared variable. //
// Error: if ($Operand == "Blend") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 914.15: "$Operand" is an undeclared variable. //
// Error: if ($Operand == "Float") {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 967.15: "$Operand" is an undeclared variable. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 981.1: Syntax error //
// Error: vector $v;
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 997.10: Invalid redeclaration of variable "$v" as a different type. //
// Error: for( $v in $vertexPositions ) {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 998.29: "$vertexPositions" is an undeclared variable. //
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1006.42: "$vertexPositions" is an undeclared variable. //
// Error: return $average;
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1008.16: Use of "return" statement is only valid within a procedure definition. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1010.1: Syntax error //
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1029.58: "$pFaceName" is an undeclared variable. //
// Error: return $unitWorldNormal;
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1038.24: Use of "return" statement is only valid within a procedure definition. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1040.1: Syntax error //
// Error: if( mag( $tangent1 ) == 0 ) {
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1048.20: "$tangent1" is an undeclared variable. //
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1085.58: "$FaceGroupArray" is an undeclared variable. //
// Error: return ($average);
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1087.18: Use of "return" statement is only valid within a procedure definition. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1089.1: Syntax error //
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1155.78: "$selection" is an undeclared variable. //
// Error: return $ShellList;
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1183.18: Use of "return" statement is only valid within a procedure definition. //
// Error: }
//
// Error: "C:/Users/Leo/Documents/maya/2018/scripts/AMT Mesh Blend/MeshBlend.mel" line 1185.1: Syntax error //
Replies
does this work with Maya LT?
Also considering to set the price back at 25$ as a lot of AMT and Quick Pipe users have asked for something like a "Lite" cheaper version of this.
Keep in mind that any LT version will not be benefiting the API transition later on, but it will include most features in the short-term (a month or two from now on).
Also, everyone keep 'em feedback/requests coming
On the same note as the random rotation maybe a scale option could be nice... and maybe like in spPaint to control the each axis or global
As for the scaling, are we talking about scaling just for floaters ? or even Blends too ?
I wouldn't give the user that "power" for Blend mode, as it might screw your mesh very easily depending on what you put in the Blend scale, but if you have any idea oh that subject do tell
...
Apart from the features listed in a previous post, there is one special feature that might see the light of day without waiting for the API : curvature-based deformation !
I've started a basic implementation on the side, and will continue here and there, but this week is going to be very busy work-related, so the next update is gonna combine all the listed feature and if we're lucky the curvature-based deformation too it will just take some more days to combine all that stuff in-between work now
Renaming assets is also coming to the party, btw !
As for the scale it would be for the blend since as an example some of your pieces when used end up bigger than the face selected but in some case if you want to have a small blend on a larger face that could be nice...and to enforce a relative scale on some details like rivet or screws etc.
If someone put a too big or too small value well then it s a user error not a bug as long by default it acts like you have it setup.
One thing I found and could be nice to have is when you use the tool and do undo you loose your faces selection...maybe hard to call back that info but if you place the wrong mesh or want to replace with a different one you have to redo your selection.
If someone put a too big or too small value well then it s a user error not a bug as long by default it acts like you have it setup.
The thing with the scaling that prevents me of doing it is mostly Maya's broken undo. See, when you import a mesh in a scene, Maya kills your undo queue 100%, and since the scaling is very prone to user input issues (never underestimate how messy some users can be with such tools x) ) I'm gonna have to fix that undo issue first before doing a random scaling parameter i know it's technically a user issue if shit happens, but having an undo to help them get back to where they were would be great.
@oglu custom tool ^^' i've made it a year and a half ago and it only works with Blinn materials. People have been asking for it a lot, so i might someday improve it and share it for free to the public ^^'
I'll later on add an option to conform the kitbash borders to the surface, too.
So here is an example of what I mean for the scale.
If you can have the same size it would make sense for some case as a choice...since the scale version has a lower polygon density in compare of the size that could look not great in some case or you have to over tessellate the geo to keep everything smooth.
As the undo great if you can do something about it like maybe save selection and bring it back with a special undo command.
In the end any update will be great even other stuff you have plan it s just some ideas
Fill my holes : quad fill tool
I hope you will manage to squeeze sometimes some day to add it to your tool setIn regards to the fill hole thingy, yeah someday ^_^'
I copy the "AMT MESH BLEND" folder inside my script directory:
and when I use this command: source "AMT Mesh Blend/MeshBlend.mel" in maya, it shows up an error like this:
is there anything wrong? or I missed something? or any mistake? Please tell me, thanks~
both maya version got the same error.
Thanks !
source "AMT Mesh Blend/MeshBlend.mel"
Download tutorial
// Error: Syntax error
AMtools and pipe are perfectly working. but this is not. Can you help me here?
source "AMT Mesh Blend/MeshBlend.mel"
If it doesn't, then send me by PM the output of the script editor, will check it out and quickly fix the issue
http://hocuspocus-studio.fr/tools/product/meshinsert/
// Error: file: C:/Users/Andrew/Documents/maya/2017/scripts/AMT Mesh Blend/MeshBlend.mel line 926: Invalid selection : polyUnite needs at least 2 polygonal objects. //
It might be a compatibility issue with Update 4 of Maya 2017. I'm waiting for this weekend to pick up the work on the new update, almost everything changed from the current version, including more solid support for Maya 2017, 2017LT and 2018.
Will update this thread as soon as i have some news really sorry for the inconvenience !
simdesigns : to show the wireframe on the library i'd guess you can just set up the wireframe on shaded to be visible when you create a new asset, but you can't have it on already created assets i'm afraid
In regards to responsive design, that's a nono when doing a MEL user interface. Sure it could be done, but things would be too slow to be worth it
does this work with Maya LT?
http://polycount.com/discussion/182164/maya-wip-fill-my-holes-quad-fill-tool
PS: And i think i know where the problem is: the Floating Assets Library seem to always reduce to the same number of items like as many you have in the Blending Assets Library. That shouldn't happen i believe, as they are two separate things.
here is the error: