Hello everyone! I am trying to create a script that read all vertex color of a mesh, split the colors in RGBA and then create for each color a "Vertex Paint" modifier which i could modify the specific color. upload the code and a little example: Thanks again for all guys! Cheers!
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Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
When I was doing lighting, my day went something like this: Sync to perforce, review the log and look at any changes that were made to the layout or environment since I last looked at it - both in Maya and on console. Since the tech used shadow casting geometry that was used for dynamic lights, if the level was modified…
ok although you dont need this I will post it anyway because I prepared it anyway so: here is a code snippet that will read out your texture vertex points if you have a UVWunweap modifiert attached:obj = selection[ 1 ];if (classof (modPanel.getCurrentObject()) == Unwrap_UVW) then ( local uv = selection[1].modifiers[…
I'm a Max user but hopefully some of this applies to Maya as well. I'll mostly speak to the pipeline issues with regards to buildings since that is the most common form of modular construction. [ QUOTE ] -what portions are the most time consuming (iteration?, assembly?) [/ QUOTE ]Explaining to others (and myself) what…
Convert the normalmap to a curvature map using any tool you have access to (either using a Photoshop script, of something like good old Xnormal and Crazybump, or anything else really) and apply that as a displacement map to a subdvided copy of the low. It's a very dirty hack but it can work surpisingly well.
Not sure how you are going to get around that if it's based on a 32 bit hardware / os limitation. What's the issue with splitting up the mesh? If the border vertex weights match exactly, should be fine, no? You might be able to work on a single mesh and have a script split it up during export.
I remember seeing a thread about this Must be deferred decals using a edge wear trim sheet, applied to angled decals with 2 faces you put on the edges I imagine this type of workflow must be 10x faster with some sort of script than manual application
Mmm, actually I was thinking about getting a decent retopo script/app. This is looking really nice and useful! Amazing results within seconds. The good thing about this is that you don't need to add another app to your pipeline, you can do it within max.