It snowed, work closed down for the day so in between building snow forts with my daughter and working remotely from home I worked on this scene a bit. I mostly created the export script I talked about earlier. What it does: Records the objects current position. Moves it to 0 0 0. Triangulates the model by adding a turn to…
yep TexTools reads out the smoothing groups and create UV shells based on that - which is a great start to unwrap. The opposite should be possible as well, I will have a look at it later and see if I can wrap together a quick script that does it the other way around. In TexTools its the subscript…
Most people trying to get into scripting in Maya (or of any kind really) usually have a big problem knowing where to start. Yes, you have the official documentation here: http://download.autodesk.com/global/docs/maya2013/en_us/Commands/ ...but just going with that is like getting an English-Mandarin dictionary and then…
Have gone through and made some improvements basically now there is a progress bar in the main window (bottom left corner) you can cancel the script with the escape key if you use edge selection you remain in edge selection mode and so on for the other selection modes
If not enuff memory and If deleting all history anyway... How about transfering the pnt animation to a duplicate? if yes save following code as cly_bakeVtxDuplicateTransfer.mel select poly object and execute like: cly_bakeVtxDuplicateTransfer 1 substituting 1 for the desired step increment for keys ( integer fer now ) //…
I use Alt+w/e/r to reset values to 0 in my controllers. Inspired by Blender's alt+transform shortcuts. This works either by selection or current character set (which is default with no selection). This is very helpful when moving things around and to reset things back to default. Very useful for both rigging and animation.…
Question: Has anyone had the experience in Maya of losing their work on the UVs? I have the parts of the low poly done. I made the UV layouts as I went. I placed everything on separate layers to set up an easy selection set style bake. I'm now going back into the pieces to make all of their layouts fit together as one in…
That looks like Unity! Here are some options: EDIT - It was material.color.a material.color.a (or similar) can be scripted. Attach a script to the emitter or something, and fade it. So: instantiate (Z prefab, which is a plane - NOT the Unity plane with 200 tris - with texture and shader with transparency)…
edit: fixed the bug: if selection.count > 0 then(output_file = createfile "C:Program Files (x86)AdobePhotoshop CSUVWscript.js"docusize = 1024format "var docSize = %;n" docusize to:output_file--write to filefor i = 1 to NMV = polyOp.getNumMapVerts $ 1 do--start of map vertex array. this goes into the V = Array(x,x,x) part.…
sorry about that, I was not behind a computer - I had a similar trick used in some related issue with my texTools somewhere. But it seems that it does not contract the selection towards the outer edges the way you would usually expect it. Anyway since I like you I wrote a script for you- its not fast but it should do the…