You could try copying and pasting UV shells. Attach a square plane primitive to it the object you want to UV, these should come auto UV'd and be square. Select the square UV shell in the editor. Ctrl +C. Select the non square UV shell in the UV editor. Ctrl+V.
In the ddo base creator under the map assignment slots select choose from disk (icon on the right side) and select your preset. but using presets is currently broken when you use multiple color ids and different meshes with unique color id's. It's supposed to be fixed in 1.9 tho
Ehm, no problem! ;) Just checked that sometimes you have to use the edges in the UV Editor to use this Button. I have selected 2 Green Edges and pressed the Button and nothing happend. Then i selected the same Green Edges in the UV Editor an they become white after i pressed the button.
ya i intend to write tools to automate the bake process later, to build into the that tool but havnet gotten to it yet. But it has all the ddo mats built right into the script, and can apply them to face or objects selections in 1 click, and lets you easily select via materials too.
1) pyramid with divisions. 2a) select each row of edges and in turn, do "add divisions to edge" (in maya), adding more verts as you go down each row. 2b) triangulate 3) select and poke all faces. 4) not shown, move the center vertices out by their normal.
Bring up your render to texture dialog and make sure that you're not set to automatically unwrap (looks likely since your top modifier is "Automatic Flatten UVs" :) ) You want to select use existing unwrap and select which UV channel your bake will use (1 usually)
here ya go, ultra-quick and dirty. Just bind it to spacebar: macroScript gizmoToggle category: "GregsScripts" ( gizType = toolMode.commandmode as string if gizType == "select" then (toolMode.commandmode = #move) else if gizType == "move" then (toolMode.commandmode = #rotate) else if gizType == "Rotate" then…
He's using texporter which is a plugin for Max. You can get it at http://www.maxplugins.de/ for whatever version of max you're using. It's pretty straight forward to use, it'd be in the utility panel just like the Assign Vertex Colors was, select the option for vertex color, then select the model to generate the map.
Hey everyone, I'm trying to run a basic script in Maya 2018 and it always crashes. Does anyone else have this problem, and if so what's the work around. Select a single ojbect and run this mel ConvertSelectionToEdges; selectUVBorderComponents {} "" 1; I'm trying to select all texture border edges in a shelf button, but I…
Hey, I've been struggling with this for the last two days. I am trying to create a game with mel script, not by choice but for a project. The last piece that I need to make this possible is to attach transformation controls to a sphere that has a gravity dynamic (g.d.) on it. However, I think because the sphere has the…