Thanks KDR, I think I have found a new favorite app. Are there any export scripts available for different model formats, or do I need to use MS for things like that?
Thanks KikiAlex and SyncViewS. I attempted both your scripts. Obviously because of the way these were created (nurbs :P ), I wont get perfect results. But so you can compare.
in customize > preferences under Gizmos tab theres a transform gizmo "on" check box see if it's un-ticked by chance. or try executing this in the script editor, which does the same thing..:) max showaxisicon
thanks guys, it worked like a charm !!! MoP yep that's what i did, I'm a script noob so it didn't really occur to me at first, and yeah super useful for naming :D
Thanks Eric. I did play around with just Skin and was able to select the verts just by clicking on them, I look at the skin or die script and since it sounds very useful. Alex
i was thinking about the same thing last night. after much surfing on CG talk, highend3D and google, i've found...there is no readily available way to do so. not even a script hack.
Ah ha! Yes, the scripting bit is where it would be challenging for me since I've only used blueprint before. Time to switch into Unity then. Anyway, your links for learning stuff are very helpful, thank you!
I'm the only one who hates the transparency of the Cage on the Projection modifier when the Shaded checker is activated? There isn't a way to give some color or make it less transparent (some option or script)? Is hard to see the area covered by the Cage with that opacity.
Hi everyone, I've been wondering if anyone knows a script or a way to effectively delete garbage/empty groups from the outliner in maya. I'm attaching an example. I tried to use Optimize -> Delete empty transforms but it didn't work so.. yeah.. Thanks in advance!
Utterly minor thing - but one of the few things I've found a bit clanky in max is the poly creation. Has anyone ever written a script or plugin to match, say, the one in XSI? E.g. just drag from edge to edge rather than on a vertex by vertex basis?