Very cool, i liek the new light capacity, shadows are working better on my end. I have one remark tough, i use d1save script for photoshop to save multiple tga maps from one psd with layergroups. And by default it saves with compress (rle) on. Apparently, toolbag doesn't suport compress (rle) option in tga files, and it's…
The Stooge Exporter does not add any new file types to Maya's export list, it needs to be run directly as a script. An export dialog should pop up with lots of options and an output file path. Check out the ToolbagUserManual.pdf for details.
I see that someone was talking about removing glossines channel from file to the interface. If someone is interested I created a script which are creating textures inside photoshop from group of layers. Also is copying group of layers with name "g" to the alpha channel. link
@JohnnyRaptor: it looks like you have the MEL script (which just provides the interface) but not the actual plugin. Make sure the .mll plugin file is in your plug-ins directory, and that it is set to load in Maya (go to Window>Settings/Preferences>Plug-in Manager and make sure "loaded" and "auto load" are both checked for…
Hi there, I am new to Toolbag and I need some help with exporting my mesh from Maya 2011. I loaded the StoogeExporter plugin and the MEL script but when I tried to export my mesh, the .mesh format doesn't show up as an exporting option. I've tried searching the internet for solutions but haven't found any yet. Help greatly…
What version of modo are you using? Obj and fbx from 501 has worked fine for me. Checked what settings you're exporting with under system > preferences? Actually this error does look kind of familiar, if you've got junk UV layers delete them and export only the one. If you haven't UV'd yet just run a quick atlas projection…
I'm trying to load the exporter plugin in Maya 2010 64bit on Vista 64 bit and getting the following: "Error: The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log for more detail. (stoogeExport_Release2010_64bit) //" in the script editor line. Worked…
This is not a marmoset exclusive problem, the problem is that Marmoset isn't sync'ed to the same tangents as Max or Xnormal. You will need to use hard edges/smoothing groups to get a decent bake. I would suggest simply assigning smoothing groups per uv island, which there is an easy script for in max with textools. If you…
Ok EarthQuake. I checked that. Working well. But this time I used exporter for Maya. In last try I used obj. I will try with obj too. I will see if it works well.If not I will send you a message. For now I stick to Stooge script. By the way. Drag and drop is working well ? For example I used this name's convention:…
Hi guys Im testing out the new version of marmoset and the stooge exporter with maya 2009 I run the stooge mel script, load it up, check write tangents, rig, bone weight & skeleton. then hit export. export window pops up, with "best guess" as file format. this is where im lost, what am i supposed to export it as ? iv tried…