So I recognize that this script xform -ws -pivots 0 0 0; Moves the selected objects pivot to the world space center and that the command expects 3 arguments, so if I only wanted this to move the pivots x to ws 0, how would I go about filling in the other two arguments. I am not a Mel scripter, just a 3d animation student…
Made this some time ago, not exactly what you want as the movement needs to be done by hand, but perhaps it helps. It requires a face selection in an unwrap modifier. edit: added a center button to move the selection by whole units to have its midpoint in the 0-1 range -- move uv'sfn F_moveUV movePos = ( if selection.count…
Hi! Sorry if that was asked a lot. I need a formula to convert 0-1 linear(which is used in material sliders like 3ds Max,...) like 0.7 into Photoshop sRgb(0-255), what is used in PS histogram. I need that for non color maps, like roughness. I don't know if the correct formula is x(linear)*255, or do I need to factor in…
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I've created a head rig and animations using morph targets. In between frames, the values of each morpher targets are sometimes exceeding 0 and 100 (so either going -678 for example having been set to 0 in a frame before, or going to 3229 having been set to 100 a few frames before). This hasn't caused to many issues in Max…
hello.. i searched in google and in the forums for this "cc-0 texture" the forum showed Sorry - no matches. Please try some different terms. please tell me where could i get cc-0 textures? thanks.
I know it's a noob question, but why would you want to do anything but texture a mesh in the 0-1 UV space? For instance, say I wanted a mossy tree. Couldn't I just unwrap the tree in the 0-1 UV space and uniquely texture it getting the same result as if I used a composite of a tiling bark/moss texture? I'd use less…
I am using Maya and have ran into a problem that is really starting to bug me. Can you extend the texture beyond 0 to 1 without it tiling (filling a full range of 5 to -5)? It only tiles outside of 0 to 1 for me right now. I have gone to image>image range [/]>fit to grid. Still nothing... Any help much appreciated, thanks.
So there... I work at Warner Brothers montreal and using Unreal for Batman Arkham Origins I really just wanted to make something where i could learn it from the ground up on my own. I always loved fallout so why not make a scene on that. Maybe next gen it up/add a little color and see what happens? So I treated this…
I was wondering if there was a way to bake normals outside of the traditional 0 to 1 UV space. In maya I know you can take a UV snap shot out side of the 0 to 1 UV space but I cant seem to find a way to bake a normal outside of it