Hi everyone! I just wanted to share a script I've done for Maya to quickly be able to set the vertex normals based on the face normals. I know there are a few ways to do this within native maya, as well as a few scripts, but I haven't been able to find one which averages the normals for verts shared by multiple selected…
Ive been a long time lurker on this forum for a good few years so many awesome guys here, I even got hired because of this forum many years ago. But Im curious how other people approach making a new reel for moving on? Its weird question to ask, especially if ive spent the last 4 years animating id have plenty to show! But…
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Just to clarify a few points: +/- If you want to add a BakerGroup you have to do it manually after QuickLoad (which is great if you setup everything manually because of more control inside scene.) If you want to add a BakerGroup, generally you would set the meshes and naming up in your 3D app and export again, this way…
Another option would be to write a exporter for something like Blender (python), Sketchup (ruby), Unity3D indy or anything else that is free available. That way you could always redirect your 3rd party artists to use the tools within that package. Or.. create a AIR/ FP10.x+ application that writes a snapshot of a class as…
So I've had that same issue for a while with max. I've come up with a few workarounds and found some scripts that make my life easier. I know this thread is kinda old, but I think it's still helpful. ColladaCGF- http://sourceforge.net/projects/colladacgf/ This allows me to rapidly prototype, check scale etc etc. All you…
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So I'm using this video tutorial series: https://vimeo.com/67012979 to make a Cartoon eyeLid rig. Here's the Script I'm using: from maya import cmds , OpenMaya def getUParam( pnt = [], crv = None): point = OpenMaya.MPoint(pnt[0],pnt[1],pnt[2]) curveFn = OpenMaya.MFnNurbsCurve(getDagPath(crv))…