I don't know how the "target weld" works in Max. In my script it works like that : Select a vertex, call the function -> it will try to find the closest vertex of it, move on it and will weld itself on it.
I will say "yes" but I'm not totally sure of that. I think most of the tools will work since they are basic maya tools improved. One thing I have notice that doesn't work is the vertex size slider (in viewport 2.0 the vertex looks like not displayed). The UV Borders have the same problem. I don't think that the problem is…
ya in the shift + rob marking menus drag up and select merge vertex tool while a vert is selected, and it will give you a interactive tool that works just like the max one. this is a built in tool.
you could always use in maya the move to edge, face, vertex, its on the marking menus. Press W and hold, go to axis and set to face... that would be the same thing. It just doesnt show the grid
Yes. It is also the most powerful thing in modo. Aligning the grid to a face, edge, vertex selection. Check it out; [ame="http://www.youtube.com/watch?v=MeiNQ-RoIJ0"]modo quick tip: using the workplane - YouTube[/ame]
nice update! Im using maya2012 however the ToQuad function doesnt work for me :( I have to hit ToTri then ToQuad Also the TglNrml is now Vertex Normals? another couple useful things might be tool tip popups and is there a way to redo the last tool used? like usually in maya you press G and it will repeat last tool you had
I see. If I remember correctly Maya has a system that allow the user to create new grids. I will see if there is a way to simplify the setup (and make it works with edges, faces and so on). There are some tools that helps tweaking your vertex normals for specific cases, other than that it's just shortcuts for the default…
Fell free to ask for features ! I'm currently working on the 3.3 version wich will bring a lot of new tools such as : -Controls and manipulations of object Pivots -A mesh analyzer (vertex count for game engine, materials information, and so on...) -And a lot of bug fixes... I'm glad you got it working. :) Regarding the UV…