where's gizmo... history is on or off? history was deleted/frozen? history node ( the projection node in this case ) isn't selected? there is history... it's selected... then is the show manipulator tool selected? ( history's manipulator ) repeat the same for...why can't I see extrude gizmo? why can't I see transform…
do you mean using a scaleform movie in a material? This is possible, however the workflow has not been improved upon in a while, which is why its not fully documented yet (sorry!). You have to jump through some hoops as a result unfortunately. The one catch will be that it has to exist in a level, and can only be previewed…
It didn't work unfortunately. I went into "Customize> Customize User Interface..." and scrolled down to Shade Selected Faces Toggle and it said it was still bound to F2; however, F2 won't change the face being selected in Polygon Mode from being highlighted and not for me. I should note to all who have been attempting to…
Here's a script that will read through a text file, use line breaks as a delimiter, and show each line associated with timeline frame, starting from 0. Useful for synching animations with dialog or notes, which is really hard to do if your text is in a separate app. It's crazy that maya doesn't seem to have any native way…
+m4dcow Another tool you may want to consider is embedding "attachment" nodes within each module. This way you can abstract out the working pivot for each module and have multiple independent nodes that you can organize into however complicated of a system you want. An example would be that you would have some weird curved…
You can also use Texture Designer to add them together... :D Load any number of them, use "Unpack normal" node to get the [-1;1] version, add them together (with the Add node), normalize (there's a node for that), "Pack normal" and right click on the last node->save You can also multiply each loaded and unpacked normal…
dagObjectHit leveraging undocumented command dagObjectHit we can build our own viewport object/component under cursor aware marking menu. ( I use ctl-mmb to not step on any default Maya MarkingMenu or functionality ) // EDIT: this is wrong old code! Because ctrl-mmb is used for interactively dragging normals with the move…