I'm using a script to create points in the vertices just by changing the ID number creates the points.The question is how to create a menu where the user can add the ID number where the point is going to be created? fn attachObjectToVertex objToAttach targetMesh vertexIndex = ( controlador= attachment() pot.pos.controller…
Thanks for the guide but it didnt help in my case. This image is taken with 128 sided cylinder as base for the frame, it's a bit less wobbly but still has these sharp spikes everywhere: (the cylinder around it has 33.000 tris so that shouldnt be a problem either). I attached the FBX I use as well, the mesh is not perfectly…
The last time I ran mine with max the drivers forced stupid flying camera movement which completely knackers you when modelling. It basically renders the device pointless outside of flying round environments and means you still need a mouse for 90% of your tasks. It was the same for Maya although less pronounced because…
🔥15% off code: WF15🔥Zbrush: Hard Surface Sculpting for All Levels! Learn on👉https://www.wingfox.com/s/8940_2670_25294 What will you learn 1.A strong foundation to Zbrush tools particularly in Hard Surface Sculpting. 2.Understanding of the Gizmo 3D tool manipulator and how other Zbrush tools such as array meshes to flush…
What you'll want to do is use a variable to store the cameraShape name and use string concatenation, like so: // Get the name of the currently selected camera transform. string $myCam[] = `ls -sl`; // We can't be certain of the exact name of the camera Shape node, so let's get it from the transform. string $myCamShape[] =…
I think the current trend with sculpting is to get the form down first, then worry about the topology afterwards. That said I've had times where having a nicely topologized basemesh can help quickly pump out an array of minor characters. As for shaping the thing, it's a preference thing. Sculpting applications usually make…
Hey Thank you so much for you help, I have managed to achive what i wanted to achive with the help of your code. So the final script is:( on execute do ( for theNode in (Selection as Array) where ((superClassOf theNode) == GeometryClass) do ( local theMaterial = theNode.material if ((classOf theMaterial) == Standard) then…
Good! For the sake of optimization if you plan to use it on large objects, you could store calculated positions x, y and z in an Array of Point3, then shift the whole vertexes in a single step with polyOp.moveVerts, it would be much faster. Something like: local iNumVerts = obj.getNumVertices() local ap3Shift = #()…
Well I don't have an example right now, the guy in the office next to me at work was the one having the problem, although I've had a simliar problem myself in the past. As far as he knows it was doing a scanline render, but there was a thing that was happening before the render began... a popup window showed up with a…
Thanks Campi for making it clear. I actually meant not something going across UDIMS . Roadside armco for example, where each repeating part along a road curve has its UV perfectly shifted from 0-1 to 1-2, 2-3 and so on. The way it wouldn't create gazillion unnecessary uv splits across armco body with side vertexes merged.…