Man. This looks mighty handy! Like the hardedges in maya. Super cool. I guess if I had to add something would be for like.. Make a small script that, 1: smooth the entire object. 2: select the outer edges of each uv island 3: run this script. Very nice.
To Mark Dygert, What is this script called? You mentioned it on a previous reply. "It also doesn't help that your operand mesh is several elements and some are clipping into others which will complicate things. You should probably break off each element (there's a script for that) and treat each one as an operand." Thanks!
I bought the software, i runner the installer script, but notthing happens, when i restart Photoshop i cant find the panel nowhere.... can someone help me? let me edd more details: after i run the isntaller script, notthing appears on the "Extensions" list.
Just a note: the new caching in maya2019 has nothing todo with the caching scripts out there. Its totaly new tech injected into the core of maya. Nothing you could script. But similar rules apply to caching if the rig isnt designed for caching it wont work that good. https://youtu.be/yk85EahWTQc
Guys,Its working now.The shoulder finally deforms well.Thanks a lot,finally got the hang of corrective blendshapes.By the way,I saw this on youtube: [ame] http://www.youtube.com/watch?v=bgZTWDetoYc[/ame] The script used here is called Hyper real corrective shape script by Eric Miller.
ya blender uses python, which is a very clean and very good scripting language, that will also be useful to you if you move on to modo or maya since both of these also use python for scripting. also really $150 is a big deal for you, when investing in tools to do your work?
yes I know that it the way turbosmooth works but I hoped, that there was someone who had made a script, ther was able to do it. without knowing anything about scripting, can not be so difficult to measure how much a vertex moves, and then move it in the opposite direction ? it would be a great tool. true ?
There is a blur script that cleans up multiple meshes materials and collapses it as one. http://www.neilblevins.com/blurscripts/blurscripts.htm Edit: It's called CollapseSubObjectMaterial. 2nd Edit: It's the way I work by the way, if I attach two meshes together I always use the 2nd option and then run a material cleaner…
thanks guys for the feed back and I do agree with you guys, i need to fix the 180 rule that I break. my teacher told me that same thing, as for the pitch and script, it has no script, I was trying to make it a opening for a game or a game trailer
You could maybe write a script that stores the custom normals as vertex colour in Blender, allowing you to then recreate them in Max off that with another script. Bit involved but guaranteed to come through intact. This is of course assuming you're already not using that vertex colour data.