The schematic thing works - just pop up a new schematic view, and all those objects show as ghosts. Just select them and hit the Delete key, and they are gone. For unused maps, I wrote a max script that clears the scene. This bit will kill EVERY material in the scene: fn kill_materials = ( max select all $.material =…
ah, thats a great idea Pior! right now (and this may not be final) the karts have turn_left, turn_right, and idle skeletal animations which are all blended by the engine. Animated UV's would make it look like the tread is moving, but right now we don't have any way too hook the scroll rate to how fast your kart is moving.…
I am sure that i used to export curves from zbrush to maya no problem as either ma or obj, but if I do the same from Blender it just crashes maya Are there any scripts/addons that are available to do the job?, because i really hate doing hair curves with xgen and since I have already protoyped my hairstyles in Bender, i…
in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…
Hi there, this is the first beta-release, so there may still be a lot of bugs, limitations and only a basic amount of features ;) But since it allows you to place at least existing objects with the tools of maya, it may be useful to some of you, so we release a first version. I created this thread so we have a clean spot…
Hello my name is Sharif york Im looking to start a project that will most likely benefit portfolio's of many different subjects such as the following: - Modeling - Animation - Rigging - Concept art - scripting - Texturing This is an animation project mainly done in Autodesk maya, Student version to be specific.…
instamat has a bunch of geometry processing stuff and the way it handles presets for painting etc is very nice. so there's a couple of plus points over designer however it has a very, very long way to go to become a serious option as a replacement for designer mainly cos the ui is pretty obnoxious and the library…
Yep for some exporters that will work fine. Some have trouble with the attachment constraint assigned to the point helpers so I suggest using a set of final bones. It also allows you to set other points/poses and snap the final bones to those pose points and create different sims for various animations using the same set…
This actually made me bite the bullet and get Modo indie 901 to try it out despite the lack of scripting support, since I could pick up Tor's intro tutorial. Normally I really like what he does (his modular masterclass from a few years back is pure gold) but I have to say I'm disapppointed with it... I find it superficial…
Placing/Copy all the cards got very tedious so I made a script which makes a copy of a card in my "source pile" and moves it to the position of the "building card". This way I can move and rotate two cards and in the end select all of the "building cards" and replace them with random cards. Heres the script: import…