This script to build bones based on selected objects works perfect if you are going to use it only once in the scene. It gives error when using it again for the second time in the scene, apparently it is the way your array is built, as I do not have enough knowledge to solve it public here the question. Is it possible to…
I've been messing around in Max today, and for some reason it will not allow me to select faces unless I click on a vertex, then it selects all adjacent faces to said vertex. I'm sure I must have pressed a hot key to make this happen, or clicked a button somewhere, but I have no idea how to undo it. Any suggestions?
One thing I really DON'T like about Maya's tranfer maps though is bleeding. Even if you set envelope to 0 you get bleeding. This becomes a real pain in the ass when you have for example, one mesh that you want 2+ selections on. I don't want to have to select and separate those two (and later combine them and merge the…
I made a selection then filled it with a color, then made another selection and filled it with a different color. Then i did convert heightmap and it kept it all one layer, shouldn't it be multiple layers based on the different colors? Also how do i save the selections or colors so that i can use them to mask for DDO, have…
import maya.cmds as mc import pprint sel = mc.ls(selection=True) for x in sel: mc.select(x, replace=True) color_list = mc.polyColorSet(query=True, allColorSets=True) print color_list if len(color_list) >= 0: for color_x in color_list: mc.polyColorSet(delete=True) mc.select(sel, replace=True) print "Color Sets deleted" The…
Every time I try to export a selection to any format, I get the error message saying nothing is selected and I automatically go into component mode. I remembered this happening to me before but can't remember what fixed it. Help please :( Addendum: Export All works but it's a cumbersome workaround.
If I have a model with a lot of overlapping pieces, does anyone know of a way to select faces that will never be seen by the camera/viewport? The end goal would be to delete them but I may need to add some buffer space for smoothing, which is why selecting them first would be better.
Is there someway of maintaining the order of selection when working with epoly sub objects. By my understanding bitArrays cant do this becuase of how they are structured, only telling you whether a subObject is selected and not in what order. Im not really relishing the idea of having to do this manually with callbacks
I've split my character into 3 different materials, I was wondering how I could select the regions of geometry specific to a material. In XSI you can select specific clusters, so how does one pull off mutiple texture sheets on a character in maya?
hello. i am looking for a good plug in that enables soft selection when animating uv's. i have an ancient turbo UV plug....but the soft selection doesn't work. anybody out there can get me up to speed? thanks still using max 8