There is no way to assign a shortcut key to the button in max, but this script will do the same thing (and more), and you can assign a shortcut to it. Works up to MAX 2009, not sure about 2010. http://www.scriptspot.com/3ds-max/pivotplacer -N!
3DCoat-2021-87 - Pass-through blending mode for groups - Faster change of sculpt layers color/depth blend modes settings, faster show/hide of the layer. - The "multiply" blending in groups was impossible to use well, it worked only over non-transparent pixels in current groups. Now it works as other blend modes in terms of…
Heres a render dump from the last week. All the characters were from goofing around waiting for assignments to unlock. The environment scene was last weeks assignment.
Actually the anim tree that i assigned does have aiming node that allow the character to aim depending on the camera is looking at... Do i need to assign the aimnode inside the code ? does anyone have an idea how to achieve it ? Thanks :)
Probably assigning the masked bits different polygroups, which assigns the geometry a random color. You can do that by going to the polygroup options and select "new from masked".
That was your class assignment? Strange they would assign someone elses concept for class. Seems like paul richards or activision should be paid a fee for designing course work :)
In Maya all I'd do is assign a lambert to the tree stump, and another lambert to the leaf cards. Export the mesh. Then in UE4 they'll have 2 material IDs. Create 2 different materials, and assign them to the proper material ID slot
You're going to have to resolve the warnings too. By the looks of it you've just assigned a load of stuff to nonsense values in default properties. It's telling you they are invalid; some because they don't exist and others because the value you have assigned is not valid.
I don't know man. ReplaceVertexWeights works for me. In the screenshot below everything was assigned to boneID 1, and after I run the script they are assigned to 2 and 3. I don't even have to normalize, because the results are normalized when they are applied.
Tyler: I did notice a small issue with the script...If you have a material assigned to an object and duplicate/instance that object it will still assign the gray-shaded to that object. Gets a bit annoying to have to re-apply the mat to any object that is copied.