Is is possible to weight vertices using CAT like you can with Biped in Max? If so, how? The options appear to be there; 'include selected vertices' etc but I don't seem to be able to actually select any verts, only edit the envelopes which is ok to a point but there's a few stray verts that I need to fix. Thanks
Is their a way to make a scriptjob in mel activate every time the cursor is over a different component? I thought it had an event for this but I'm not seeing it now. Just want to put together a simple raycast selection script sense afaik Maya only has brush based paint selection available by default.
Reset xform is a utility I use frequently in max but I can't for the life of me find it's command in the customize toolbar/shortcut menu. There is a 'reset selected' command but when I place this on a custom toolbar with the object selected it is grayed out. Anyone know how to assign this command to a hotkey/toolbar?
I can't seem to parent the root of a CAT rig to another object in Max. The standard 'select and link' process doesn't work, neither does assigning a link constraint controller to the selected root. Surely there must be a way to do this? I need to parent a character to a vehicle. Any help would be greatly appreciated. :)
Yeah both are checked off. I also checked off wireframe on selected in the main Preferences menu. But that takes away the highlight when I select the mesh. I am also running SP6. In fact this started when I downloaded it xD
Can you post a screenshot of your model? To reset the normals of your mesh it should be easy, just select the edit normals modifier, press 1 on your keyboard (assuming you're not using a different hotkey for selecting the normals) and click the reset button.
I feel like that will vary a lot depending on the situation. Sometimes I find myself thinking a certain operation would be a lot easier if I just hardened an edge selection, whereas some other times making a face selection would be preferable.
Nice video. The little lock icon at the top-right of the Inspector is a godsend when you're selecting other stuff, btw. Should save you having to re-select your mesh each time you want to throw a new normal map on it.
Are you noticing the area around the lasso? One side of the lasso selection should have a black shadow coming off of it, that's the side that's removed. The order you draw the selection determines what side the shadow is on(top to bottom vs. bottom to top, etc.)
Unity will end up making game objects for everything you export to FBX and it'll just create empty ones for stuff that's controllers or rigging helpers. I'd just export the mesh itself and the bones that it's weighted to. Just select 'em and Export Selected.