Hi there! Im trying to detect whether or not an object is convex. The idea was to dot each face normal against every other face normal to ensure theyre pointing away. This is where I got with the script, bashing my head against the wall for quite a while now so I figured Id put the question out here. If anyone already…
(only kidding :) ) But seriously, I use the same folder structure at work and at home, helps keep it consistent mentally. Pretty similar to lazerus' structure: Project Folder//Concept Ref /Concept /Ref /Geometry /Base mesh_base.whatever (obj) /High mesh_high.whatever (obj) /Low mesh_low.whatever (obj) mesh_cage.whatever…
@wilson66 We discussed the same thing just recently. That is nothing Blender can do anything about, that is a limitation of the OBJ file format. In OBJ there is no concept for what Blender calls an Object. OBJ only knows about mesh data. So I wager that this concatenated name is already created, when you export it. You can…
If it's just a crash at exporting issue, can you split the mesh into a couple parts then export it as multiple objs? As for polypaint exporting in obj, it does, but iirc objs don't support it officially, so some apps might not read the vert color ZB data from objs. Don't think max's obj importer reads it for example. Worst…
Hey there, any idea how I can fix these seam issues inside Marmoset? This is how my current workflow works.* Export OBJ from ZBrush as Quad with "Mgr" On and "Grp" Off. * Import OBJ into Maya, create custom Cage, Export Custom Cage as OBJ. * Substance Painter New Project: OBJ (exported from ZBrush) with "Compute tangent…
Always nice to see another maxscripter. As you say you're okay with suggestions, here are a few: if selection.count == 1 and isKindOf $ Editable_poly do -- check if the selection is valid ( local obj = selection[1] polyop.createShape obj #selection name:(uniqueName "Lathe") -- don't assign the same name all the time local…
So I've run into an odd issue and I wondered if there's a solution or if I should just work around it. I started a project with an .obj (this created a texture set called DefaultMaterial). I did some work on this, nothing significant, and decided I wanted to switch over to an FBX version of my mesh to have various parts…
heres a snipped i stumpled uppon.. grabbed from edge straighten from Christoph Kubisch: fn bitarray2array bitarray_ = ( local outgoing = for BA in bitarray_ collect BA ) -- Written by Laszlo Sebo (MeshTools 2.5) fn findnewedges_poly obj this_edge = -- finds the edges that are going from this edge onto edgeloops ( local…
Why this command is giving me an error (// Error: Line 2.46: Syntax error) string $selObjs[] = ls -sl; for( $obj in $selObjs ) group -name ( $obj + “_Ctrl” ) $obj;
Hi there, I have been getting to grips with the latest DDO this last week. I seem to be coming across an issue I can't seem to rectify in DDO and hoping you can shed some light on it. I have loaded a character mesh in and generated all the textures in DDO nicely with one combined mesh saved as an obj. When I import my new…