Hi! Some of the pieces we encounter in sketchfab have a drop-down menu with multiple animations we can choose from. How do we configure the exportation to harness all animations inside one FBX file from Maya?
I'm holding off on painting for now (the colour seen here is only rough vertex colour for concepting/sculpting purposes); at the moment every model is missing vital texture maps. I'll batch paint all the models once I've figured out the UV layout; there's a number of gameplay mechanics that could affect how I do the UVs,…
Ok, I have another problem which is a bit different but maybe you know the answer. I baked the normal map with xnormal and the resulting normal map looks weird. Also if I apply this weird looking normal map in maya, it just looks horrible.. why?
Hey. Maybe someone will write the script and switch modes pivot in Origin-Center-Base at the touch of a button on a cycle. This is the most frequently used operation modes. I would also like to have a switch triangulate / quadrangulate functions. It would save me a place in my marking menu. Thank you!
May not do anything, but you can try opening the scene and pressing escape (esc) repeatedly. Esc should cancel any script Maya is running. For instance, if you accidentally hit "Mesh > Smooth" on that 15 million polygon sculpt, you can hit Esc and Maya will stop trying to smooth it. Rendering? It will stop rendering. So…
hi,all as you can see the attachment .I have 2 UV set .One is for lightmap.The second for texture display.In maya window,I can not see the right texture display. The reasons is that maya reads the UV of lightmap.How can I let maya read right UV set . please help me ........
Sweet, thanks toast, I believe this operation is what I'm looking for and it transforms the mesh correctly. The grid size and units are still off though. I created a repeating texture on the grid in Max, and I'm trying to do the same thing in Maya but I'm having an issue. The grid in Max is to "generic units" and the home…
I know I have done something I shouldn't messed with and now I am stuck. The selected faces are barely visible which is extremely annoying. How do I change it back to the original orange/brown maya face selection color without resetting maya? And how do I change the wireframe color to maya's default green ?
Just curious if anybody figured out a way to crease all hard edges in Maya at once. The shelf script undoz made only works in Maya 2015 and I'm on Maya 2014. If anybody knows of such a script and can link it that would be appreciated :)
So, I am at a bit of a loss here and was hoping somebody here can help me. PROBLEM: When I am creating a control rig in UE5 (new feature) I am unable to get the IK bone chain to work properly. No matter how many values I mess with in the Primary and Secondary bone options, I can not get the bones to line up. I have been…