Ah sorry I'm an idiot. I meant to say I already tried the code in the userSetup, not the maya.env. Unfortunately it does not work. I think it gets parsed before the getPanel -vis code has a chance to execute properly. Oh well, I can just put this to a hotkey in the meantime as workaround if this is not possible.
I will be using Unity3D.. And doing the coding my self (not there yet....... But one step at a time ;) ) I guess I will have to play around with it... One thing I was thinking is to just remove the briefcase completely, then attach it to the character in game with code. But I don't think it will give me the results I am…
See, here's the thing ... I don't know why he changed. Maybe he thought he had to or something. But he WAS perfectly happy at one time in his life. Coding away on projects in a room somewhere ... before Minecraft exploded. So go back to that. Fuck the world. Make yourself happy with a little cottage in the Italian…
So let me see if I understand: If you rotate the mouth control, say, on the +z axis, the mouth joint moves towards the -z axis? If that is the case, then one reason comes to my mind: Your mouth control is inverse oriented in relation to your mouth joints (has a mirroring effect). Like you said. Now you have two methods…
Remember this? This demo was picked up for showcase at SXSW Sydney! So I will be developing it further over the next month, and presenting it at the convention from October 13-19th. Any Sydney peeps / other attendees come say hi :smiley: The announcement post:…
I have another question. Can I somehow create a low-poly mesh for piping? I want to make sofa pillows with thick piping along the seams. The problem is, however, is that I can easily make a low-poly version of the pillows themselves inside MD, but I can't seem to find a way to reduce the topology for piping. And doing…
that's actually pretty impressive for ipad. She's leaning too much forward. Wrists are too thin. Pick up a copy of Anatomy for Sculptors. I don't know if the ipad version comes with subtools, but Zbrush is prepackaged with Ryan's ecorche model that you can drag in to compare and reference
About: Fortress Forever is a Team Fortress mod for Half-life 2's Source Engine. Our independent team is creating this mod entirely from scratch. Fortress Forever should please those who have stuck with or been a part Half-life: TFC over the years while at the same time doing more for new players than any prior Fortress…
JOB DESCRIPTION: Job Title: Unreal Engine (UE4) Developer Reporting To: Producer Location: Working remotely DNABLOCK is currently seeking an Unreal Developer. We are looking for an energetic, experienced and creative team member to be responsible for leading cutting-edge real-time graphics and technology development. The…
You can inspect the scale of an object with the scale property, for instance: for o in selection do ( will print the scale of the selected objects. You can reset the scale of the selected objects the same way: for o in selection do ( o.scale = [1, 1, 1] )