trying to write a procedure thats groups the uvs shells into 3 seperate categories (Small, Medium, Large). but running into an issue where small uv shells doesnt get cast to the correct array $uvShellSmlList. Im been spending the whole day looking and testing to see why its doing that. Note this code only works on maya…
You probably need terminator bones on the end of your flaoting bones. If you unhide all, you'll notice the biped as dummies on the end of every bone chain. These are needed for physique to work properly. So you can do the same to your floating bones and if should work with physique.
Okay thanks. I'm hoping to post an picture in an hour or two, something symptomatic of the flatness I was talking about. Do you mind checking it out and letting me know to improve on adding depth? Thanks again.
It will be played on the iPhone and is seen in FP. But when the gun is not in use, it will lay on the ground flat and sometimes float upright above the ground. Depends on the map.
NOTE: look to the bottom of the thread for updates on the script I wanted to locally scale some UV shells and found that Maya didn't have the functionality so i wrote a script to do it. I included a lot of info about the script so people can use it to learn about splitting an array, appending to an array, get min and max…
//Select an animated item, highlight the timeline frames you want to reverse //run me /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// global proc reverseKeys() { string $obSelss[] = `ls -sl `; int $selected = size($obSelss);//$channels = `channelBox -q…
Nice work, lots of character in him. I like the color scheme. I think the transition from hair to scalp needs work, it's far too sharp right now. Blend it together. If you need reference, check out the FFXII shots of how they do it. His face could use more volume in the texture, right now it's a bit bright all over and…
I agree floating is a good way to go, but you'll need to watch your shadows when you start rendering out AO via mental ray or standard rendering. The floaty bits like to cause trouble. It pays to leave them as seperate objects and turn off their shadow casting ability.
Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…