Sweet! Thank you for this amazing tool and for updating it regularly! I use it pretty much every day and it has saved me a lot of time, especially the "Align" and "Mirror" functions.
So awesome!!! I totally love it One question tho. Is there a script that allows you to set constraints of a component to move it along a certain normal direction like in Max(ie moving a vert along an edge )
I know in Maya you can certainly select the edge you want your manipulator to face etc but it can get really annoying and it is just not as flexible as in MAX.
So awesome!!! I totally love it One question tho. Is there a script that allows you to set constraints of a component to move it along a certain normal direction like in Max(ie moving a vert along an edge )
I know in Maya you can certainly select the edge you want your manipulator to face etc but it can get really annoying and it is just not as flexible as in MAX.
Can you provide a gif/video to show it in action ? It would help me to understand how it works (I don't have Max so I can't test it myself).
Thanks !
I see now what you are talking about. Maya have something similar, but only for edges (see the slide edge tool). Maybe scripting something is possible. I will look into it.
hi there, beeing using this set of tools for some time now. they great.just a little problem,is there a way to integrate the repeat hotkey (g).some tools i use a lot of time in repeat, but they need to be activated from the maya menus.
or maybe im making something wrong.
and a litte requet in help, i use it in a marking menu ( a floating window, not docked)but when i close it and open it again the window always pop in the first place i source it.(my right corner.any way to make it pop always in last place i close it.many thxs for your work
Some tools work with the G key, but not all. I didn't take the time to make every tool/function usable with the G key. Do you have some particular requests ?
If you want to keep the window in the same place you will have to remove those two lines :
if (`windowPref -exists froWindow3`)
windowPref -remove froWindow3;
(I use them because sometimes when the window is called and docked, some wrong sizes are used, so i force the suppression of the preferences for my script.)
Froyok many thxs for the quick reply,love your work.
the repeat keys i will need to see later i test some now and most work;P
i deleted those 2 lines and windows still pop in top righ corner.
you can see if i made all right
global proc froTools3()
{
// if Window exists already delete it, so you cant call multiple windows
if (`window -exists froWindow3`)
{
deleteUI froWindow3;
I just tested it myself and I found the source of the problem.
I will fix it in the next update, but currently you will have to change the code again.
Replace this :
if( $mayaVersion >= $mayaVersionRequired )
{
//show the window with dock control
dockControl
-area $defaultDockArea
-floating $floating
-content froWindow3
-allowedArea "left"
-allowedArea "right"
-label $frotitle
$dock;
}
else
{
//show the window with the old system
showWindow froWindow3;
window -e -height 600 froWindow3;
}
now working great, always stay in same place even when restaring maya.great.
the toll i remenber now dosent work with g is the Append polygon tool . the one yous elect the edge and make the others 2 points.maybe is tool limitation.
will keep a eye for next updates.
good night and thanks
ps:i remember to ask in your blog about a show hide command but maybe its mel limitation right.the new tool modeling in maya 2014 works great with hide/show in floating window.both tools side by side are great
Indeed, I forgot to add the G key on the append polygon tool. I will fix it for the next update.
Notice that you can use this tool without leaving it. When you want to valid a face, just use "Y" instead of "Enter", the face will be created and you will stay inside the tool.
The froRetopo and the froTools globally use the same code, but are not triggered the same way. In froRetopo it's integrated in the "Quad tool". For the froTools the function can be launched with the shortcut (CTRL+D in the Settings tab).
If you want to launch the command only at specific times, create a shelf button with this command :
Does it still work with Maya 2014? I'm going nuts over copy/pasting the file into all possible locations and still getting the error where Maya cannot find the file. I placed it exactly as in the txt file and added the user file as prescribed. However, Maya 2014 refuses to locate the script no matter where I put it.
Unless I have to put different parts of the folder into different target folders, I am out of ideas and need help. Does it still work with Maya 2014 and can someone confirm their installation path and script (does the shelf button work/does Maya 2014 find it)?
Ah, Frojok himself First of all thanks for making + compiling the scripts! I've been looking for a way to color UV shells for some time now and yours is the only program that does it for Maya (+tons of other things I'll have to learn about). Great stuff!
Now, my original installation path was:
C: \Users\***\Documents\maya\2014-x64
I just unpacked the content from the RAR there, as was described in the instructions. I already wondered if Maya would read through all the folders, until it reaches /prefs/scripts/icons, for example. -> Didn't work.
This works now and I have a Tab on the right (below Attribute Editor) with Frotools docked there. One thing I did though - I already had a userSetup.mel file, from using the FB Poly planar plugin. I just added your line (eval("froTools3");) to it. Because they are both working, I assume that was okay. I really know close to nothing about what breaks these files. I'm just happy it works! Thanks for the quick feedback and the awesome tool!
Fell free to ask for features !
I'm currently working on the 3.3 version wich will bring a lot of new tools such as :
-Controls and manipulations of object Pivots
-A mesh analyzer (vertex count for game engine, materials information, and so on...)
-And a lot of bug fixes...
Ah, Frojok himself First of all thanks for making + compiling the scripts! I've been looking for a way to color UV shells for some time now and yours is the only program that does it for Maya (+tons of other things I'll have to learn about). Great stuff!
[...]
I'm just happy it works! Thanks for the quick feedback and the awesome tool!
I'm glad you got it working.
Regarding the UV color shells, be careful with it. It's not perfect because Maya has some problems and create some bleeding on the UVs islands. You will probably have to refine the color a bit (with an editing of the levels for example) in your texturing application.
you could always use in maya the move to edge, face, vertex, its on the marking menus. Press W and hold, go to axis and set to face... that would be the same thing. It just doesnt show the grid
you could always use in maya the move to edge, face, vertex, its on the marking menus. Press W and hold, go to axis and set to face... that would be the same thing. It just doesnt show the grid
Lol no man. It is of course not the same thing. Look at the modo video that i posted. You can create your new objects on that new grid. Also look at the rappatools gif i posted from 3dsmax. It drops the models to the newly created grid easily. There is no feature like this in Maya.
Lol no man. It is of course not the same thing. Look at the modo video that i posted. You can create your new objects on that new grid. Also look at the rappatools gif i posted from 3dsmax. It drops the models to the newly created grid easily. There is no feature like this in Maya.
I see. If I remember correctly Maya has a system that allow the user to create new grids. I will see if there is a way to simplify the setup (and make it works with edges, faces and so on).
I mean:
Can i control my Normals so, that i can solve the biggest normal probs with this tool?
Like UV Seams or wrong Smoothing.
Thx
There are some tools that helps tweaking your vertex normals for specific cases, other than that it's just shortcuts for the default maya tools. What you are asking here is very common and already handle by the default Maya tools.
Man, your tools rock! I have just been starting to use them in my regular workflow and I prefer almost everything over the standard solutions. For a lot of things your tools do with one button press I don't even know (if there is) the standard solution!
I can't wait for the next version and wonder what you might have fixed (maybe the color bleeding across some UV shells?). So far it's been a huge help, starting with organizing and coloring uvs down to remembering my selections and switching between vertex, edge, polygon. And lots, lots more. I am still exploring everything I can do. Massive thanks from me!
The UV shell coloring is really not finished and I didn't touched it since the initial version. I don't think I will have the time to fix it. At least not for the next update.
I'm sorry but I have no idea since I don't own this version. I encourage you to try since my tools only rely on the mel scripting, it should world without problems. Unfortunately I can't be certain.
I'm currently getting this error when trying to use the FBX exporter in Maya 2014.
// Warning: file: C:/Users/L.Annunziata/Documents/maya/2014-x64/scripts/froTools3.mel line 4936: Converting string "2014.0.1" to a float value of 2014. //
// Error: FBXReferencedContainersContent is now deprecated. Use FBXExportReferencedAssetsContent. //
I'm currently getting this error when trying to use the FBX exporter in Maya 2014.
// Warning: file: C:/Users/L.Annunziata/Documents/maya/2014-x64/scripts/froTools3.mel line 4936: Converting string "2014.0.1" to a float value of 2014. //
// Error: FBXReferencedContainersContent is now deprecated. Use FBXExportReferencedAssetsContent. //
Took me a while to get it started despite the instructions and Sinking's feeback... As I am fairly new to Maya, I hope this can save some time to others like me...
For those who can't make it start:
1) "C:\Users\**USERNAME**\Documents\maya\2014-x64\scripts" should contain the file named "froTools3.mel" and "UserSetup.mel" <--(the latter if you want the script to launch automatically).
2) "C:\Users\**USERNAME**\Documents\maya\2014-x64\scripts\prefs\icons" should contain the folder named "froyok" which contains all the icons files in .png format.
Replies
I know in Maya you can certainly select the edge you want your manipulator to face etc but it can get really annoying and it is just not as flexible as in MAX.
Yes here is a quick video I made
http://www.youtube.com/watch?v=NKTXTgDvmcA&feature=youtu.be
I see now what you are talking about. Maya have something similar, but only for edges (see the slide edge tool). Maybe scripting something is possible. I will look into it.
or maybe im making something wrong.
and a litte requet in help, i use it in a marking menu ( a floating window, not docked)but when i close it and open it again the window always pop in the first place i source it.(my right corner.any way to make it pop always in last place i close it.many thxs for your work
If you want to keep the window in the same place you will have to remove those two lines : (I use them because sometimes when the window is called and docked, some wrong sizes are used, so i force the suppression of the preferences for my script.)
the repeat keys i will need to see later i test some now and most work;P
i deleted those 2 lines and windows still pop in top righ corner.
you can see if i made all right
global proc froTools3()
{
// if Window exists already delete it, so you cant call multiple windows
if (`window -exists froWindow3`)
{
deleteUI froWindow3;
float $mayaVersion = `getApplicationVersionAsFloat`;
float $mayaVersionRequired = 2011;
//temp selector vars
global string $tempSelector[];
global string $tempLastType;
//window settigns
int $floating = 1; // 0=docked 1=floating
string $defaultDockArea = "right"; // "top", "left", "bottom", "right";
global string $frotitle;
$frotitle = "froTools 3.2.5";
string $dock = "dockfroTools";
int $winw = 202 + 16;
I will fix it in the next update, but currently you will have to change the code again.
Replace this :
With this :
the toll i remenber now dosent work with g is the Append polygon tool . the one yous elect the edge and make the others 2 points.maybe is tool limitation.
will keep a eye for next updates.
good night and thanks
ps:i remember to ask in your blog about a show hide command but maybe its mel limitation right.the new tool modeling in maya 2014 works great with hide/show in floating window.both tools side by side are great
Notice that you can use this tool without leaving it. When you want to valid a face, just use "Y" instead of "Enter", the face will be created and you will stay inside the tool.
which commands are this, python alternatives to dos commands could prolly be implemented
only real way would be to detect the OS, and run bash commands on Linux and Mac, and dos commands or using the com interface on windows.
If you want to launch the command only at specific times, create a shelf button with this command : (This code will allow you to relaunch the function with the "G" Key by the way.)
I removed the icon because I needed some space for other tools. Since it's integrated with a specific shortcut I thought it wouldn't be a problem.
It's not a problem from the froTools, you simply activated the "Reflexion" parameter from the tool settings :
Sigh, i feel like such an idiot sorry. Still pretty new to all this dint even know there was a function like this again thanks for helping me out!
Unless I have to put different parts of the folder into different target folders, I am out of ideas and need help. Does it still work with Maya 2014 and can someone confirm their installation path and script (does the shelf button work/does Maya 2014 find it)?
Could you give me a bit more details about you installation ? Where you put the files ?
Now, my original installation path was:
C: \Users\***\Documents\maya\2014-x64
I just unpacked the content from the RAR there, as was described in the instructions. I already wondered if Maya would read through all the folders, until it reaches /prefs/scripts/icons, for example. -> Didn't work.
I put it into these:
C: \Users\***\Documents\maya\2014-x64\scripts\froTools3
C: \Users\***\Documents\maya\2014-x64\scripts\prefs\icons
This works now and I have a Tab on the right (below Attribute Editor) with Frotools docked there. One thing I did though - I already had a userSetup.mel file, from using the FB Poly planar plugin. I just added your line (eval("froTools3");) to it. Because they are both working, I assume that was okay. I really know close to nothing about what breaks these files. I'm just happy it works! Thanks for the quick feedback and the awesome tool!
I've been using Maya for a little under a year. This is going to help me a great deal!
I'm currently working on the 3.3 version wich will bring a lot of new tools such as :
-Controls and manipulations of object Pivots
-A mesh analyzer (vertex count for game engine, materials information, and so on...)
-And a lot of bug fixes...
I'm glad you got it working.
Regarding the UV color shells, be careful with it. It's not perfect because Maya has some problems and create some bleeding on the UVs islands. You will probably have to refine the color a bit (with an editing of the levels for example) in your texturing application.
I don´t have read the whole thread, but is it possible with this little helper to avoid normalmap bugs?
Gazu
Thanks.
You would like some sort of custom grids ?
Can i control my Normals so, that i can solve the biggest normal probs with this tool?
Like UV Seams or wrong Smoothing.
Thx
Yes. It is also the most powerful thing in modo. Aligning the grid to a face, edge, vertex selection. Check it out;
[ame="http://www.youtube.com/watch?v=MeiNQ-RoIJ0"]modo quick tip: using the workplane - YouTube[/ame]
Lol no man. It is of course not the same thing. Look at the modo video that i posted. You can create your new objects on that new grid. Also look at the rappatools gif i posted from 3dsmax. It drops the models to the newly created grid easily. There is no feature like this in Maya.
I see. If I remember correctly Maya has a system that allow the user to create new grids. I will see if there is a way to simplify the setup (and make it works with edges, faces and so on).
There are some tools that helps tweaking your vertex normals for specific cases, other than that it's just shortcuts for the default maya tools. What you are asking here is very common and already handle by the default Maya tools.
I can't wait for the next version and wonder what you might have fixed (maybe the color bleeding across some UV shells?). So far it's been a huge help, starting with organizing and coloring uvs down to remembering my selections and switching between vertex, edge, polygon. And lots, lots more. I am still exploring everything I can do. Massive thanks from me!
The UV shell coloring is really not finished and I didn't touched it since the initial version. I don't think I will have the time to fix it. At least not for the next update.
// Warning: file: C:/Users/L.Annunziata/Documents/maya/2014-x64/scripts/froTools3.mel line 4936: Converting string "2014.0.1" to a float value of 2014. //
// Error: FBXReferencedContainersContent is now deprecated. Use FBXExportReferencedAssetsContent. //
I just fixed the error, could you re-download the script and update it ?
Download : http://www.froyok.fr/maya/froTools325.zip
Sorry for the problem in first place. I'm glad it works fine now.
For those who can't make it start:
1) "C:\Users\**USERNAME**\Documents\maya\2014-x64\scripts" should contain the file named "froTools3.mel" and "UserSetup.mel" <--(the latter if you want the script to launch automatically).
2) "C:\Users\**USERNAME**\Documents\maya\2014-x64\scripts\prefs\icons" should contain the folder named "froyok" which contains all the icons files in .png format.
(It has been way too long since my last update heh...)
Full details over here : http://www.froyok.fr/blog/2018-01-frotools-3-3-maya-2018-compatibility-mesh-analyzer-reworked-export
Version 3.3 added compatibility for Maya 2017 and 2018.
Changelog :