Just select all bones in the outliner (ctrl+shift click on the + beside the root joint, it will expand the whole hierarchy, you can then click-drag over all the joints to select them). Now you can easily adjust the radius in the channel box. I the CB you can most easily change attributes of multiple selected objects.
This is what I use daily, most of these are from scriptspot: - Regularize edge loop (turns any loop selection in a perfect circle) - Create-Modify switcher (I have this on Space) - Select Instances (one click select all scene instances) - Super smart create (from polycount), very useful for modeling - Advanced UV…
That is the workflow i follow... and it should work. Maybe the problem is that u don't collapse all after reseting the xForm. - setting pivot to 0,0,0 - resetting x-form ... - COLLAPSE ALL ... - skin and bind to the correct bone - select bone and the weapon - export selected as .fbx Or maybe the way your select the weapon…
Wow, Walterlow, that's incredibly appreciated! Unfortunately when I tried to run it, I get the following error: "Unknown property: "pos" in $selection" I copied your script and saved it as a .ms file then selected all of the biped bones and hit Run Script. Tried selecting the keyframes themselves and got the same error.…
Heres a script that does just that; macroScript bottomstack category:"whatever you want" toolTip:"Bottom Stack" buttontext:"Bottom Stack" ( if modpanel.getCurrentObject () != undefined then ( modpanel.setCurrentObject selection[1].baseobject ) ) Another alternative is is to use IC.Shape, there is a tool in there called…
I'm assuming by overlap you mean matching, so do you need a script ? if it's something like quads. Select the source quad (in face mode) right click and select copy from the menu now select all the other faces and it's right click and paste. If you mean something else by overlap you have to describe it better.
Based on your last update: "Fingers and toes keep being created in the mesh layer" What you can do is, select those bones then Go into the Layer manager, select the layer you'd like them to be in. Highlight that layer, then click the Plus symbol in that window. This will remove them from your mesh layer, and put them into…
Cool tip. Here's another way (I love how there's always more than one)... Select all the targets at once, and paste the modifier. I find I just need to add a modifier to the selection first, like Poly Select, then it allows me to paste the Edit Poly. After that I use the Collapse utility to uninstance them all.
Hi Going from ZB 2018 to Blender 2.79 works fine. Going back from Blender to ZB brings the model into a fresh blank scene. Selecting the tool where the subtool was exported from and selecting the subtool that was GoZeded, then apending the Blender import brings it in as a new subtool (does not replace selected subtool)…
So I'm getting really tired of messing around with smoothing groups in max for environment stuff. I never knew I would miss just 'harden all' then selecting the couple that need to be soft and selecting them, then clicking 'soften selected'. I heard someone mention there might be a script for this, but I can't find…