Hi, here is the script you're looking for (hopefully :) It is not super tested (it's late). It works on Editable Polys and select all the faces visible from camera in the active viewport. It is a function and a call on the selected node, I think you should be able to run it. ( function getVisiblePolys theEditablePoly…
Hey So i've been doing this shoulder armor for a dota2 champ. and i didn't find a way to sculpt it in local symmetry, so i've sculpted both sides. Is there a way to do it ? Does Zbrush even retain local pivot ? I tried the local sym but its still a world symmetry. Thanks !
bitarray are pretty cool for some nice operation. so you dont have to run over a set of faces, edges or vertices. here a nice example to get a outline of a current faceselection works pretty fast :) function FaceSelection_Outline objtosel = ( local varfacelist1 = #{} local varfacelist2 = #{} local varedgearray1 = #{} local…
Its always the same. Straighten what you want straight, locally relax the rest to follow that straight edge. You could pin it, or like i do, just exlcude it from your selection
I'm using this :( local sFrom = "tiff" -- previous format local sTo = "jpg" -- the format that we want local aBmaps = getClassInstances BitmapTexture for Bmap in aBmaps do ( local sFilename = Bmap.filename local sPath = getFilenamePath sFilename local sFile = getFilenameFile sFilename local sType = replace (getFilenameType…
I'm still very new to Maya but I'm having trouble getting local axes on bones/joints to export correcetly from Maya to an fbx file. The basic issue I'm having is that any time I change the local axis pivot orientation (using D and rotate) on a joint, Maya will put these values into a Custom Axis Orientation but not alter…