The green lines indicate where your face assignment ends, I.E. you assigned certain numbers to certain faces let's say ID#:10 only has so many faces selected/assigned, where ever that assignment of ID 10 ends is where the greenlines come in. Understand? Hope so welcome to polycount!
Hi Jonas, I have a set of features I would like to request =) by which I mean I would love to ask you if you'd consider adding these to your already excellent plugin. The first two seem more simple to achieve from my layman point of view. The third seems more complicated but would get me closer to automating a tedious part…
because those verts are not assigned to something else assign them to calf bone give them 0.1 then select the thigh bone and change the weithing to zero. the 0.1 weight will change to 1.0 Voila ;) Max is simply preventing you from having unassigned verts. You're trying to assign a 0 weight on 2 verts that are only assigned…
Let me see if I understand this right... Usually you need a multisub object material which you assign the normal material + the proxy material. To the collision primitives you assign the proxy materials and to the rendermesh you assign the normal materials (via material ID's) But when you use 1 object you can#t assign 2…
I only have one mesh loaded with one UV assigned to it. Here is an example; although the correct normal is assigned, its not loaded into the normal map slot. Yet it shows up on the mesh. And any other object I import in displays the same map from whatever meshes normal map was assigned previously. I tried assigning a new…
Super f*cking annoying I posted about this a while back. Some one e-mailed me the answer here it is. -In the Maya Hotkey Editor, create a new hotkey. Call it something like "TranslateTool_PRESS" -In the subsection of "Assign new hotkey" assign "w" as press -For the command of the new hotkey type in: buildTranslateMM;…
Thanks, ppenguin. I wanted to do very high-poly modeling for high quality renders, which is why I started out with SubD. I will try the Poly > SubD route (with Mental Ray's approximation editor) and see if it is any easier than straight SubD. I found out a couple of solutions, described below, tested in Maya 2008. If…
Right, but I can't assign all three textures to the model at the same time. I'm working on a view model that uses 3 separate textures. I can assign more than one texture to the model by assigning the textures to the correct faces, but it's very difficult to get at some of the faces on the model, and not accidentally select…
I created new scene and added box to default mesh object. Then I created new mesh object and added another box. Now I assigned materials with textures (two different) to first and second box. The first created box shows texture assigned to material. Second box doesn't. Regardless of which material I try to assign. However…
Hey Studtoprof - this is a tutorial for Suite 1.8. The workflow has changed a bit since then. You'll assign groups and individual layers to color IDs by pressing and holding C in 3DO and clicking on the desired color. You can assign a new material with this method as well by holding SHIFT with C, and then clicking on a…