@"sltrOlsson" What is Even more Crazy is that I have already finish a script that automates the process of FWN Workflow , I feel like people will like it since a lot asked for this in Maya , in a streamline way :smile:
Haha, with me at least I think that's one of the biggest reasons why I moved away from Maya, the whole destructive workflow part. I'll keep an eye out on this, keep up with the awesome work Baidhir.
You mentioned 3DS Max Quad Chamfer, I'm curious what it is about Quad Chamfer that Maya's "Bevel" does not do? It seems to behave the same way apart from having as good of a history stack integration.
In The Beginning of Time there were Creators and "Destructors". Thus by their help a modifier will be created then destroyed. A modifier has a non-destructive nature, it updates, it is just like the phoenix who will always reborn from its ashes. Without further a do let's see what this weirdo is talking about : New Version…
Quad Chamfer is love because -It's based on smoothing groups in Max -It's a modifier, that means you can go back and it updates (how cool) You don't have these two pros natively in Maya :smile: , and that's what Ndm Phoenix brought in
I'm getting the current error when using RT-Shell for a jacket that I'm working on. // Error: file: C:/Users/Devin Sr/Documents/maya/2017/scripts/ndmods.mel line 884: The source attribute 'groupId43.outMesh' cannot be found. //
Hello WaYWO great stuff anyways, I am using maya 2018 when I type in this in the script editor source “ndmods.mel”; it says Error: source “ndmods.mel”; // // Error: Line 1.8: Syntax error // when I type it in the shortcut editor this happens: Please help! - Thank-you! - Andy An
@"Menno" copy paste this, your quotations marks are wrong : source "ndmods.mel"; make sure it's in the right place \Users\User_Name\Documents\maya\Maya_Version\scripts\ , make sure you've drop the Icon folder here aswell, and more Info in the Doc , read it please :…
@"FAT_CAP" FWVN Modifier is like the bevel modifier, you need to update it, by re-hitting the fwvn mod. button, and you should be able to get rid of the weird shading (systematically shading will get dumb when the mesh is modified but here's the thing -->) OR Something better is to use this solution I've made exclusively…
Is this modifier still keeping the UV's intact? I tend to use a lot of solid beveling in my workflow. Maya's solid bevel always kept the UV's, if you made them beforehand. Reason is, it's easier to see or control hard/soft edges without additional divisions. I think quad chamfer breaks the UVs, at least that's what my…