you can filter your list by types in the LS command eg: string $listOfTransforms[] = `ls -tr`; //this gets all transforms in the scene string $listOfTransforms[] = `ls -dag`; //this gets all DAG objects in the scene string $selectList[] = `ls -as`; // this gets all top level transforms in the scene…
So, i did some research. I really liked your idea about scripting. where should I start? For example in maya should I start learning MEL and MAYA scripting? I found this link : http://help.autodesk.com/view/MAYAUL/2016/ENU/?guid=__files_API_Introduction_htm is this the correct place to start? If you have any other site/way…
The albedo example you show is not the true albedo. It should have NO lighting information at all. No shading, no smooth reflectivity. The overlapping boards are showing shadows, and the raised wood grain is showing lighting information. Just as Noth says, that lighting information should be coming from your normal map,…
Hey all, Hoping someone can help me troubleshoot this. I'm working in Maya 2016 and using a script to soften the normals on my low poly (got the script from this thread). I'm baking in xNormal using a custom cage, saving at 2K as a Targa, and the map looks really clean. Still, I'm getting some weirdness in Marmoset. I do…
Ok your uvs are fine, this looks like a bug in 2016 in how the uv editor's checker pattern is displayed if uv sets don't have the same exact UV seams. The workaround is easy, but not as convenient: Create a new material and assign a checker to the color/diffuse. Use UV linking: Windows>Relationship Editors>UV…
1. Please join my Webinar. https://www1.gotowebinar.com/join/346846121 2. You will be connected to audio using your computer's microphone and speakers (VoIP). A headset is recommended. Or, you may select "Use Telephone" after joining the Webinar. Dial 916-233-3088 Access Code: 433-432-092 Audio PIN: Shown after joining the…
I found this to happen too when using the face level selection in volume select. I could reproduce it with every Gizmo method, even if i choose a second geometry to select the faces: there are always stray faces selected. Vertex level selection works as expected. I suspect it being a bug in the modifier. BTW: it happened…
you could make a 4 poly plane and simply bevel and use radial align to make any size perfect circle. http://www.pixelfondue.com/blog/2017/1/31/modo-introduction-to-the-radial-align-tool?rq=radial align Also... if it doesnt have to be modeled you could use the stencil displacement method and save on creating all the geo.…
That's pretty easy to create ( without booleans ) out of a cylinder, and a clever combination of vertex/edge selection, and some other modifiers. Fun part is that as long as you don't change the cylinders segment values you still can tweak it's radius and height and keep everything intact. Crease strength, shell thickness…
I looked it over thoroughly and compared it to several different reference images. The only thing I can find wrong with it is the feet, the sabatons of the armor taper to one point, not three. The textures are a bit shiny and plastic looking, but I assume they're placeholder. Here's an image which shows the feet. Other…