Its convoluted but here is what you need to do for hardening uv islands. Download Matts Turbo tools http://www.matthewlichy.com/turboTools.html Download Pier J's Edgesmooth http://edgesmooth.pjanssen.nl/ Install both. Under Customize User Interface in the UV tools, look for one called "Open Edge Select". Add that to one of…
Broken link. There is paint selection for faces and a soft select paint option inside of the edit poly modifier but they don't work quite the same as silo's, they have to be toggled on and off, which can be done through shortcuts to make it a little easier to use... Paint selection is found in the drop down for the…
Define 'Something' there are lots of things you can select in max. for nodes which i guess your talking about. To work on selected objects you use the 'selection' collection so That code will loop through the whole selection, pulling out a node at a time and letting you work with it. If you want to tell if a node is in the…
It only works in edit poly mode. If I stack a unwrap uv modifier on top of a editable poly modifier without any faces selected, when I try selecting the faces in the uv modifier. I can't select with step mode.I have to select the faces using step mode first before I add the unwrap uv modifier and this prevents selection of…
Hi. As you well know the best and easiest way to create relative animation is save and load animation and setting " relative - replace" in load window. This works well and clean but if your object is linked to another one it will not work. I need a simple script that do this to selected keys of a controller ( like…
Here's the way I do it in Maya 2010. Use selection constraints by going to Select>Select Using Constraints... then choosing the next selection option and under properties, checking N-sided (or triangles). With all of those settings ready to go, drag a selection around the entire object, and it will select only ngons. With…
Hi, I've just started learning this software and I'm trying to do something extremely basic: Scale my selected faces from the center of the selection. But it's putting the pivot only ON one of the selected objects and moves between them when I mouse over. Please tell me I don't need a script to do this as well :poly142:…
Just wondering if there might be some changes coming for how we can select parts of our model? In Substance you can select bu UV or by Geometry, and by no way am I trying to compare or suggest you follow them...but that aspect of their program is really quite useful. So will there be any changes in the selection process…
select the verts, then select the viewport that they lie flat in. Then select "view align". Works great. You can also copy the coordinates from another vert, and paste it onto yours.
It's a 30 second mel script. Maybe I'll do it tomorrow if I remember: store selection dup object delete inverse selection on dupe delete selection on original done.