@daemius Not exactly what you are asking for, but it could address your issue. I use Paul Neale's Stack Tools. It auto selects the previously selected stack item when you change selection. The default behavior seems wrong to me now. http://paulneale.com/script-stack-tools/
In the modifiers list you can select STLcheck and it will spot you if your mesh has any technical problems like open faces, you can also select the vertex you want to fix and use weld, i sometimes select a big proportion of the mesh and put a value of 0.001.
Other than grouping objects, which is CTRL+G, you could have tried to change the Rotate Center. In your case, setting it to Selection will move the selected object with the pivot in the center of the selection. By default Maya rotates objects independently based on their pivots, that's why they seem to move where they want.
sry i think i just found out. i had a selection active in the albedo document, which was automatically deselected after the first apply. then the second apply worked. so reminder to myself: "be sure to deselect any hidden selection before doing anything" hidden selections sigh..
Use constraints with propagation set to Angle. Use a value of 1 since its basically a flat surface. With the selection made press Ctrl+Right click -> Edges then go into "Contained Edges". With your edges selected press Ctrl+Del. That will delete selected edges and all asociated vertice alongside it.
The best way to currently go about doing this is to select the normal layer you'd like to adjust, select the Channels tab in Photoshop, and then select the red or green channel you'd like to change. CTRL+I will invert the channel. Clicking the refresh button in DDO will force 3DO to display the change. :smile:
You don't need to animate, just select a bone from the list, select a bunch of vertices to attach to that bone and click "assign". That's it, once you have assigned all vertices to some bone you can export (use "Select Unassigned" to search for stray vertices once you're done).
That will of course make it impossible to export the image transparency as alpha and prevent you from exporting alpha when you use the channels to save your selections. If you rename the patch before copying it over you can select both though they'll have the same name in the selection menu.
I am trying to work on a model that has symmetrical typology, but the head is asymmetrical. I selected two opposite sided faces, then selected Mesh>Set Topological Axis. Every time i do this i get the error, Symmetry not found. Select two adjacent faces which are opposite sides of the topological axis. I then tried doing…
Kinda like the material id idea, that you can push a button and that would apply the mask that you made on one map to every single map you have. So you don't need to save te selection and load the selection and group the selection on every sine map you're working on.