I generally do this sort of thing using opencv and python (not many libraries support high bit depths). Simple stuff like resizing/packing is very straightforward. If I need to process the images aggressively I'll use substance automation toolkit. If an artist asks me what to do I tell them to use Photoshop automation
I use notePad++ with the mel language definition installed. It doesn't do autocomplete for mel but does code folding. https://www.highend3d.com/downloads/applications/syntax-scripting/c/mel-language-definition-for-notepad to get code folding to work I had to add { and } as folding options. Maya LT doesn't support python so…
I have been learning Python on my free time over the past month, and I want to start looking into writing some tools to do a lot of automatic tasks in Substance Designer. To do that I need an asset to be able to testing things on, so I made a simple Fire Hydrant: Highpoly done, will do lowpoly and UVs soon.
I understand that this thread is 2 years old but I was wondering if there is any way to run a marmoset viewer file offline on an android tablet. I found this video which demonstrates a way of achieving this on an osx system by using python to trick it into thinking it is running off a server environment but I have no idea…
Perhaps it has something to do with certain other polyEvaluate flags returning array values, so all return values must be an array. From what I understand of MEL, a variable can't be redefined once it's been set as something like it can in Python. That's probably why `ls -sl` always returns an array for a single object…
It had me at the blinking light, I so want this game to be awesome. I really hope they have the humour that fallout 1 & 2 had. One of my favorite things about those games was that it seemed they understood humour in games. I remember all the absurd people you could encounter, and all the monty python scenes in number 2.
Well any the case of Maya I could write you a few lines of python to do that, but I don't know maxscript, eq could prolly help you, its a pretty easy task to automate. Also BTW xnormal does bake a thickness map natively.
I believe compiled C++ plugins work for the moment (scripts and Python plugins don't) but they will be removed later. I'm trying to see if some plugins will be allowed to work - some kind of whitelist. Mostly for my vertex toolkit and some UV stuff I'm working on that's useful for games.
Actually joe inspired me to look into webgl and getting a model viewer working just to learn opengl (was previously trying to do this with python and didnt end up so well). Any who nice stuff Joe! Probably take me a while to get anything working :(
2.5 should have the interface upgrades your looking for. In addition to a new file browser and redoing all the buttons and menu layouts, they are also planning to add better Python/UI integration so perhaps there will soon be drop-in scripts to customize the interface any way you want.