Thanks guys the script worked for me. I made some changes and here they are:string $layerlist[] = `ls -type "displayLayer"`;for ($layer in $layerlist) { if ($layer != "defaultLayer") { string $lyrChk = endsWith ($layer, "LPL"); if ($lyrChk) { setAttr ($layer+".visibility") 1; } } } @Passerby: I agree mel seems outdated…
I have that every now and then with FBX on Max2010, just crashes even with the latest fixes. Turns out if I close the face with some scripts and basically have a new node to attach the geometry to it works fine. Just weird data mix up I guess. I wish FBX exporting would be more reliable.
Yeah, that's the sort of problem I was getting. You only really get good results if you have one mesh per segment - you can pull start/end positions/tangents from the points that way. As I said, you're best off reconstructing the spline in the construction script and then adding a mesh per segment
My advice: Keep what you have and put your money toward software/scripts/training material. Your tablet is perfectly fine for professional work. The only factor in choosing size is your own personal comfort. Large tablets are not better than small tablets, the only thing that matters is that you can comfortably work with…
Hey Autocon, AFAIK you cant use a custom lattice shape (maybe through scripts or plugins) but you can try using a wrap deformer as JMYoung mentioned. Just create your proxy shape, and select the mesh you want to deform and shift select your proxy mesh and go to create deformers -> wrap
Without knowing more about what you're doing, and from the workflow you're suggesting here, you might want to look into the djRivet tool. Similar to what you're doing now, but its 1) An existing script, so it might speed things up 2) Uses UV space to constrain vertices/cvs to another object.
Couldn't agree more (with this and the rest of your post). As someone who prefers Max for modeling work due to the stack, I only really began to understand the appeal of Maya when I started learning Maxscript. What a headache to get into, as opposed to Python which is a generic and widely-used scripting language with…
I have noticed that Maya have a tendency to sometimes not include the selected joints on bind and they have to be added again. If the joint is not properly included, the copy weights will land on the next one. So double check that all joints are included first. I even wrote my own script for binding meshes to get past that…
That script looks pretty handy, I knew I'd seen something like it before a long while ago but could find it again. I'll probably give that a go too with your suggested single tile per field workflow, then try crunch it all for export to whatever sized atlas is finally needed! Many thanks Dave
You can see it here: https://www.youtube.com/watch?v=rxM6QVwrzBg&feature=player_detailpage#t=1196 but once you start adding drastic meshs the technique goes out the window. It's an age old problem and that Unity script solves it but I wonder were the con is, if it is indeed a type of decal then the draw calls would…