Is it possible to send commands from Maya to the Stingray console port or to Maya's script editor port? python/mel to lua? Does installation of the DCC link give us any new commands mel functionality we can leverage if nothing else for querying on the Maya side?
Hello! Hope you like this 3d model! I'm open to constructive criticism! (Tris are 3220) Also made an armor plate version of him! Link below takes you to a webplayer that showcases his animations! http://dl.dropbox.com/u/11214337/adventurer/armor/WebPlayer.html What do you think?
I feel like I'm probably one of the few people that like Git. Mostly because all I do is software development, and Git was really designed for that. But I'm not very fond of Maya for a few reasons. * MEL is terrible. There's a whole slew of issues I have with it. The Python wrapper, short arguments, functions doing way too…
"reload textures in the shader similar to how Maya's regular File nodes work" Could perhaps do something via MEL? There is a "shaderfx" command available (but not documented in MEL help docs) shaderfx -help; shaderfx -update might work. Not sure. I guess it depends if other shaders in the viewport use the same texture…
since the above link for the center to world script was broken, I am pasting the mel script below. Steps: 1. Select your mesh, 2. Center pivot by clicking on Modify>Center Pivot. 3. Open script editor and in mel tab, paste the following: move -rpr 0 0 0 ; 4. Run the script.
I don't think it will work. The other state/blend options are hidden. You can try playing with them via MEL, but I believe that on the VP2 side when rendering they are ignored and will only end up in the HLSL/CG code. Mel to be run on the State Node: shaderfx -sfxnode "ShaderfxShader1" -listProperties [node_uniqueID]
At least in MEL it's XgConvertToInteractiveGroom for the first thing, XgmSplineCacheCreate for creating new cache. Easiest way to figure that out is to just do the thing by hand and look up the MEL in script editor - if the command doesn't appear History -> Echo All Commands should help (it will bloat the Script Editor…
Hey guys So my buddy Adam Tazi came up with an interesting concept for some competition. He isn't done with it I don't believe, but I was looking for a nice organic model to do and I figured I'd give this little guy a go. I haven't seen the updated one yet, so not sure if anything else has changed. Check his other work out…
I got some settings for marking menus i like at home, is there an easy way to take them to work tomorrow? I really dont want to have to rebuild all the menus edit: oooh it saves them as mel files automatically.. ok i found the mels, would be nice if I dont have to reassign them to shortcuts tho
Disconnecting the LUT manually every time via the hyper shader became tedious I made myself a shelf button with this mel code inside: disconnectAttr file9.outColor MI_GenericUberShader.TEX_brdf_lut; Of course you would have to adjust it to your materials name. Surely some real mel wizard would also know how to run this on…