is it all your Objects? if it is just the one you are working on... when resting the transform does not work, an old hack way to fix it is using a Boolean. Make the object a additive element of another object...and it will take on the transform of the additive element-just make sure they do not intersect. Also check to…
What is the point of object space normal mapping (apart from it merely existing as an alternative option to sampling tangents)? Is there any reason one would ever use object space normal mapping? In what situation would you sample with an object space normal map rather than tangent space, and why?
This may be a very simple question, but I'm using 3DSMAX and want to create a circular array, several rows deep and with each object in each successivelyrow evenly spaced. I can create a circular array several rows deep (see image), but with each row the gap between the objects gets larger. I want this gap to be the same…
This works for me and prints the name out of the object correctly. --//UNREGISTER THE CALLBACK
callbackItem = undefined
gc light:true --//FUNCTION TO PRINT THE OBJECT NAME
fn CallbackFn1 ev nd =
( for n in nd do ( obj = (GetAnimByHandle n) format "Object: %\n" obj.name )
) --//REGISTER THE CALLBACK
callbackItem =…
You can inspect the scale of an object with the scale property, for instance: for o in selection do ( will print the scale of the selected objects. You can reset the scale of the selected objects the same way: for o in selection do ( o.scale = [1, 1, 1] )
That's sorting and a common problem. One way to deal with it is to make a copy of your material and change the copy's render queue to something higher, for example 3100. Assign the copy to the front object and the original to the back object (higher render queue in front of lower render queue). If your camera is spinning…
I'm not sure I'm clear on what you want, but I do remember that function in Max as a way to change the rotational axis for an object. I don't think Maya has anything like that exactly (I've wanted it on multiple occasions), but if you set your object to the orientation you want, hitting Freeze Transformations will shift…
Yeah the $thisChannel is a variable that is declared in a for in loop and basically loops through an array (in our case the objects selected so we can locked multiple attributes across multiple objects and the selected channels) assigning each index of the array to $thisChannel. Its basically a simpler version of the…
You can modify the cage object to suit your needs and it won't affect the texturing on your object so moving around edge loops, faces, verts, etc. should be ok. BTW, if you are using Maya's bonus tools there's a script called preserve uv's that will allow you to do simple edits to your object while it keeps the uv's in…