Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head start.
VDM is the shit in Mudbox, but I always found the limitation that to create the VDM you have to sculpt it out of a perfect tessellated quad to start makes the tool not really useful. If it was like a normal map or height map where you could bake an arbitrary mesh or collection of meshes onto a quad with different topology that would be very powerful.
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<div>import maya.cmds as cmds</div><br><div>S = cmds.grid( q = True, s = True)</div><div>SP = cmds.grid( q = True, sp = True)</div><div>D = cmds.grid(q = True, d = True)</div><br><div>#converting grid values to a string for UI.</div><div>currGrid = ('Size = ' + str(S) + '\nSpacing = ' + str(SP) + '\nDivisions = ' + str(D))</div><br><div># create dialog window</div><div>updateGrid = cmds.confirmDialog(</div><div> title='Save Grid Settings',</div><div> message= 'Scene Grid Settings:' + '\n' + currGrid + '\n' + '\nPress OK to save these settings to User Preferences\n ',</div><div> button=['OK', 'Cancel'],</div><div> defaultButton='OK',</div><div> cancelButton='Cancel')</div><br><div># Store scene settings in the user prefs file.</div><div>if updateGrid == 'OK':</div><div> cmds.optionVar(fv=('gridSpacing', S))</div><div> cmds.optionVar(fv=('gridDivisions', D))</div><div> cmds.optionVar(fv=('gridSize', S))</div><div> </div><div> cmds.savePrefs(g = True) # Without this maya won't save above changes until restart.</div><br><div> print '\nSaved!!!'</div><div>else:</div><div> print '\nOperation Aborted'</div>
scratched an itch that been bugging me since about 2003 a Simple Line Shape.... it has length & number of segments and linear or smooth options and you can set the axis the knots are distributed along and the pivot position (either end or center). Sometime the built in "complex" editable line is overkill and is tricky to generate some stiuff and the rollout can be slow and clunky.it was relatively quick and painless to implement.
yay! my 50th max modifier (christ I need to get out more!)CapSpline that works a bit better than the built in max one (edit mesh mod applied to the A on the left, mine of the right). Obviously showing the worst case for the built in max functionality
seems like old ground and it is in a way created an Outliner interface to better integrate some of my tools.... basically anything with an "outline" mesh, spline or modifier can be can be used as a "cutter",a plane in plane
I've worked in deferred rendering for many years as an artist, it's still expensive to do lots of decals, I was surprised to see the amount of mesh decals in Star Citizen and Doom. When we were working on Gears 5 deferred decals were a per pixel cost so the more you have on screen the higher the cost, perhaps SC/Doom figured out an optimized mesh decal shader that helped them render so many?
Wow that's cool.
scratched another itch.... reworked normalize spline to work on number of segments not (knot to knot length) also lets you only change just one curve in a shape (or all or selected)... there's some accumulation errors when segment count is high and it's quite a bit slower than the original but I can live with that.
Thanks! It really means a lot.
Thanks! It really means a lot.
That's a great tool. The thing I hate most about working with ue4 is that it doesn't have flexible compile time channel packing and this could solve some of that.