hey all, I'm having few problems with maya's realtime (viewport) lighting. I wanna use realtime lights rather than render to better display how my asset would be lit in a game. this is my first time lighting so please bear with the noob questions: 1. intersecting geo doesn't block light. the porch overhang isn't blocking…
Hello, I am very new to Maya 2013, and just any 3D Animation Studio. I just picked up Maya a few days ago. First, I started learning and observing as much information as my brain could hold. Everything went perfectly, until I stepped up to my 3rd model (the model was made of blocks). I was going to move the UVs to match…
i guess what i was looking for is when i select the faces i see on left view, it selects polygons around it (NOTE : i had ignore backface on) but still it didn't do the job. is there a way i can select polygons only on the side i see without selecting the ones around it?
Select your edge loop than convert it to vertices with Edit Polygon>>Selection>>Convert selection to vertices. Then you can use the Polygons>>Average Vertices tool which has a similar effect as relax UV. Or with the vertices selected you can use the Edit Polygons>>Sculpt geometry tool set to Smooth.
Those are UV points. UVs are in the same position in 3D space as vertices. Green represents selected UVs while reddish-brown represents unselected (similarly to how with vertices, yellow = selected and violet = unselected). It seems like Maya is behaving normally, or are the UVs remaining selected after attempting to make…
I'm having all sorts of problems with the tumble tool viewport rotate thingy in Max. The first problem I ran into was the locked in orthographic view thing which is completely unworkable for anyone moving over from Max. Why this is set to on as default was a mystery to begin with, but it seems its to cover up for some…
You can inspect the scale of an object with the scale property, for instance: for o in selection do ( will print the scale of the selected objects. You can reset the scale of the selected objects the same way: for o in selection do ( o.scale = [1, 1, 1] )
oh yeh one thing you should remember is to never combine objects. Instead group them by selecting all the objects then press ctrl g. make live in maya is the equivalent of autogrid in max. for selection tools the shortcuts r very useful. ctrl f11 convert selection to face shift . will grow selection
You can't always select it directly as a face, you have to select the edge and the convert it to a face selection. Cool tip TTools, I didn't think about catching them with face centers before. In regards to your new issue, do you have a selection constraint enabled? Check your modeling toolkit
or a mini maxscriptfunction you throw in a macroscript, like this, which can be bound to a key as well. (untested) <font class="small">Code:</font><hr /><pre> macroScript DeleteSelectedPosRotScaleKeys category:"CrazyButcher" tooltip:"Delete selected PosRotScale keys" ( deleteKeys $.pos.controller #selection deleteKeys…