The pack UVs around selection is really neat, I couldn't figure out how to do it in Maya with Mel script. Does the straighten UVs work on U-shaped shells or is it tolerance based and would collapse onto itself if the angle of the UVs was too great to start?
Well, for basic things you get a lot of tutorials you know ! :) (For example : http://download.autodesk.com/us/maya/2011help/Commands/ or http://xyz2.net/mel/ ) But for a thing such advanced as making an UDK viewport in maya it's gonna be a bit hard I think.
This wannabe-TA (me) is working on a material tool for Maya meant to aid our level designer. Written in MEL ofc, and I'm building it around a stripped-down version of the original hypershade. Currently stripping away all the bullshit in it - I just want to keep the material stuff from it, and then add my own stuff and…
Surely this will only happen if you declare them as global? Do you mean prototyping scripts in the Maya Script Editor? I always write my stuff in Notepad++ (for syntax highlighting) and save as a .mel file, and just have a shelf button for source myProc.mel; myProc; in order to refresh and re-run it. That way you never get…
Yeah tell me about it. I also have this internal todo list of MEL-stuff I wanna do but never have the time for :( Having a job has both it's pros and cons. Planning on learning Python, PyMEL, Qt and Maya API once I'm done with this though - feels like I smart move for someone who wants to be a tech artist :/
Great work going on here as usual, im now breaking my lurker status now that Lego City is about to go gold! But ive finally got around to finishing something ive needed for a while, a script to load in all scripts (mel and python) from a directory into a handy list of buttons without having to deal with the headache of…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…