There is a nice advice in MAXScript FAQ: Cache frequently used functions and objects but it doesn't work for me (at all). Why? Script example: (16000 iteration in for loop) startTime = timeStamp() firstSelectedBaseobject = selection[1].baseobject edgesBetweenMatIDs = #() edgesNumber = polyOp.getNumEdges…
news page for 3.1: http://www.crydev.net/newspage.php?news=89611 tutorials page: http://www.crydev.net/viewtopic.php?f=315&t=89679&p=974065#p974065 youtube page for tutorials: http://www.youtube.com/user/angjminer page for updates(currently 3.2 soon to be 3.3): http://www.crydev.net/viewtopic.php?f=315&t=89793 been working…
Anyone knows how to call a function with a button inside a class? at the moment i have that code: #button calling functionsimport maya.cmds as cmdsimport maya.mel as melfrom functools import partial class B: text_entered="a" def __init__(self): self.create_window() def printText(self): print(self.text_entered) return def…
Hi. This is my first time working using Udim Workflow. For my model I use 1 material with 2 Udims (uv tiles) and for each of them I need a mesh map in SP. When I bake mesh maps inside SP, they are automatically distributed to the slots in the mesh maps tab and each mesh map has the number 2, which means that 2 textures are…
Huh, I can't get it to work either. But my initial thought is that the way you are setting it up, you can use an instanced controller. It'll be faster that way anyway. b2 = getcurrentselection()
cont = Float_Reactor () for i = 1 to b2.count do
( b2[i].pos.controller.weight[2].controller = cont
) reactTo cont…
Hi community, I would like to continue working on my piece, but I'm stuck at one point in UE4. I hope you can help me find a solution. Here is the problem: In UE4, the shading of the metallic surface looks very dirty at the blend from rough (dry blood) to smooth (gold/silver). But this happens only when I put the light…
Ok, after putting this off for a while because things got busy at the office, I finally returned to UVing and baking normals for it. And as expected, it's really damn hard to get this to fit into 1 UV layout! I ended up using 2x4096 UV sheets. That seems excessive, doesn't it? It's still tough to get the normals to look…
when i do this sort of thing i make the spline shape. and duplicate it. convert 1 shape to editable poly, this should give you 1 or 2 crazy n gons. Inset the editable polys faces, usually there are only 1 or 2 ngons. once i have the inset i clean up the interior ngons, topology isnt to much of an issue here as the inset…
My spoilerfree opinion: I didn't mind the science aspects...none of that bugged me and I loved the conflict of time/speed relativity... But it felt like the film was 1 part Signs, 1 part 2001, and 1 part gravity....and fell face first into a well of self-important storytelling. It was like Chris Nolan had a few too many…
If the problem only appears when normal maps are thrown on, is it possible that for some reason on your system mipmapping of normal map specific formats is broken? Experiment time: Take one of your textures, and re-import it as a default compression type. Then in the material plug the normal map into a lerp between two…