Hi guys, As the title say`s, is there a script or a method to be able to select which objects from the FBX file to be imported?Like when you have a .max file and select merge and it gives you the option to select what objects you want to be imported. Thanks
Awesome. Nice to see this working. I think you can get the refresh working with scriptjobs and listen for selection change as when you create a new material, Maya automatically selects it. Probably just check and see if the selection is the material.
Thanks for the reply. Where is the "Camera Select" option? The select tool in Maya 8.5 has no settings at all, not even a measly checkbox. I also checked in selection preferences and didn't see anything that fitted that description. Maybe it was added in 2009?
With your inverted UVs selected, in the UVW editor go to tools -> Flip Horizontal and then Mirror Horizontal to align em where they were before. To check if this has worked go to Select ->Select Inverted polygons again, repeat the process if necessary
For some of the problem areas, you can go into vert mode, turn on soft selection and relax just those areas. It will often relax better on a selection rather than the whole thing and the soft select will help it blend into the surrounding area.
You should have a Normals menu in Maya. Select your whole object and choose Normals > Soften Edge then go through either manually or with constraints (Select > Select using constraints...) and use Harden Edge along UV seams.
After you run mesh cleanup and have it set to "select" not clean, press ctrl+1 to isolate the selected problem spots. If there is a lot you can even make a quick select set so that you dont got to find them again.
Thanks for that. I noticed that when I select GPU for the Denoise option under "Output"(both for Image and Video), that the "High" setting is not selectable but when CPU is chosen, I can select the High setting. Any idea why? Should I be using the GPU option instead of CPU?
Do you have faces selected in Editable Poly before applying the Unwrap? Because the stack modifiers will apply to your selection only (if anything is selected) - so exit Face Mode, then apply the Unwrap and your existing UVs should be visible.
Maya is not really built around modifier operations like max. The quickest way is to assign hard edges, then use selection constraints to select them and bevel those. You could maybe use crease sets to store some edge selections.