Is there someway of maintaining the order of selection when working with epoly sub objects. By my understanding bitArrays cant do this becuase of how they are structured, only telling you whether a subObject is selected and not in what order. Im not really relishing the idea of having to do this manually with callbacks
I've split my character into 3 different materials, I was wondering how I could select the regions of geometry specific to a material. In XSI you can select specific clusters, so how does one pull off mutiple texture sheets on a character in maya?
hello. i am looking for a good plug in that enables soft selection when animating uv's. i have an ancient turbo UV plug....but the soft selection doesn't work. anybody out there can get me up to speed? thanks still using max 8
I was wondering if anyone else is having this problem with the newer catalyst drivers approx 7.12-8.3... the openGL performance has been steadily dropping so there is major lag in Maya's view port and here's the kicker, there is virtually NO smart selection! It will always select objects that are physically higher in the…
Hello, guys, is there any way to mask vertices when using soft selection? I want to use soft selection to move outlined vertices to make shape more rounded, but i dont want other vertices to be moved. so can i mask them or something like that?
Hey guys. I need to select all the borders of these surfaces, I'm just curious if there's a faster way to do this than using the Border Edge Tool and selecting one border at a time? Thanks in advance.
When i export selected objects as .mud files, it exports everything including other meshes that is not selected in the scene. but when the file format is obj its fine. Im using Mudbox 2012 SAP btw. reason why is becuase it preserves all the subd and sculpting layers. I duno if im doin something wrong, any help is…
So what does it mean when I select my polygons and it looks like this? and what does it mean if I select polys and it looks like this? apparently there is weird shading on the pants, wondering if there is something wrong with the polys on the model?
My goal: I would like to edit an imported object's normals by Maya's 'Transfer Attributes' function. My problem: After exporting my edited object (.fbx) my UV map is destroyed / distorted completly inside Unreal engine. My workflow: 1. Create a basic foliage mesh in Blender 2. Import into Maya 3. Create a sphere, move it…
https://www.youtube.com/watch?v=sT4R6A9VUiM video hopefully helps explain what the problem is... basically I'm selecting different objects from viewport and outliner. How do I set it so viewport selects the same object as the one in outliner?