Currently working with Pymel inside of Maya. I'm struggling to find a way to "alt-tab"/switch onto another open application after running a script. Say if i clicked an "export to desktop" button, the script would then tab me onto my desktop. Any input would be really useful, as Im very much flying blind at the moment.
Oh yea no problem. It's good you've used other rigs. I've used biped, a lot. It is a different kind of rig from I used before it, but once I got the hang of it, it was pretty great. If you hit any snags let me know we can probably work through it, don't worry about showing off early stuff as you're learning that is…
From my notes at work, its about solutions for these kind of things Most of these build on Flash as the main animation package and then enable a bridge to bring it into the engine / platform. Just at Soap alone we have like 3 solutions from us Game devs everyone coming up with something that doesn't really exist yet on the…
This is basically what I was referring to. I'm at home on break without UDK or 3ds Max for the next week, but I'll try to explain it the best I can. First, you'll want to build your entire foliage mesh in 3ds Max, and have all your alpha plane placement finalized. Once you have that done, download this script called…
UV Deluxe provides similar functionality to the modo script you mentioned. It's just a script and doesn't depend on any plugins. Set your map size at the top, then set your density in the box that says "Pixels per cm" (under the Ratio rollout) and then select the UV shells you want to scale and hit the "Set Ratio" button.
The script is ready. You can find it here. The mini TTI can't be docked, but when the title bar and the borders are removed you can't move it, so place it in proper place and it will stay there. Watch the video to see how to use the script. Tested on 3dsMax 2009 through 2015, Windows 7 and Windows 8.1. Video demonstration.
A starting point is that if it is on a uv island make it a seperate smoothing group. Model your object with this in mind. Keep seams hidden or tiny and use as few islands as possible. Textools by Renderhjs has a built in script to his tools that seperates all your smoothing groups by the uv islands you create. Bake after…
there is a script for maya floating around the interwebs that can shrinkwrap a mesh onto another. its called xy_shrinkwrap or something like that. works just like you described. you can make a cylinder and shrinkwrap it onto a characters arm or something. found a link…
This sounds like an odd way to go about fixing a problem. These 'fluctuating vertices', are they an issue with importing the models into Blender in the first place? Also, do you mean that you basically want a polygonal model of the UV layout? mopKnit script for Maya does this, but that's Maya, not Blender. But I'm sure…
Ya the 2 packages can do a lot of the same things but do it in very different ways. The java experience will help with python, I would recommend python over Mel for Mayas scripting, since Mel is less powerful and mostly just legacy now. Though Mel is needed if you have to modify existing scripts.