why not use a single batch script(one for starting one for ending) : Stop service: sc stop "TabletInputService" sc config "TabletInputService" start= disabled Start Service: sc start "TabletInputService" sc config "TabletInputService" start= auto one click and your problems are/should be gone
In this case, mirroring is just copying the half of the mesh that is uvmaped to the other side. Basically like applying a symmetry to the mesh. Plus, you always have to offset the uvs to the side on the mirrored parts or else you will have overlaped uvs and it will cause issues when baking. :) For reals. this script is…
duplicate, subdivide and delete history only on the new object. i actually dont mind this but that is because i actually use the extra geo for writing vertex colour information too since i calculate my curvature with a maya script that writes the date into hte hp's vertex colour.
hmm.. gotcha So I think for the special cases when using counter-clockwise order is restricted there must be a script or something that reorder UV texture coordinates wich are stored on the surface mesh for a particular face without physically flipping the whole UV shell on the U or V direction.
Demon dude: SOMETIMES THE HERO DIES Death: Then so be it. Shoulda said, "I'M NOT A HERO" Aside from the fact that they didn't get my OK on the script, I can't wait for this game! Also glad it's coming out before Borderlands 2 :) Gonna need some time for that one.
Just wrote my very first MEL script, its super simple and I basically just stitched together a few commands but I would probably go insane unwrapping all this hair without it :D Also: Sneak peak of the redesign of Amelie, our main character :)
Alt +h works for me. Best I can suggest is to go into the Hotkey Editor, under "Categories" find "Display" then under "Commands" find "HideUnselectedObjects" and reassign it. There is also Show > Isolate Select > View Selected, but it won't be anywhere near as quick, but you can script access to this too.
It seems you have to change the pivot point of the object and then when you've made the vert selection enter parent co-ordinate system and use transform co-ordinate center. Massively convoluted way of doing it the maya way sounds way easier, there's probably even a script for it somewhere.
check out Ninja_UV.. it makes mapping much faster and easier you can get it on Creative Crash http://www.creativecrash.com/maya/marketplace/scripts-plugins/texturing/c/ninja-uv--2 [ame=" https://www.youtube.com/watch?v=iWEurSMMJi0"]Ninja_UV (Mapping Tools) - YouTube[/ame]
You don't think I'd make a gladiator game without the audience launching random weapons and items into the arena sometimes, right? (Especially now that item picking up & dropping is in the game) So I wrote a little "launcher" script! Making great progress the last few days