Okay, so this has been a problem for me today (first day with maya! w00t!) and I thought I'd share a particularly troublesome hurdle my co-worker Andrew helped me understand; Howto push modify in Maya. In the modeling workflow: 1 -select the edit polygons menu 2 -select duplicate face (click the options square) 3 -ensure…
Hi, Is there a way that I can summon back that little bottom left menu that appears whenever I crete a new mesh or modify sth via tools? I could swear I did see a call back option once. I'm sending an img of it in case u didn't click it, thx!
im not quite sure yet why this happens, but here is what you need to do. first select your target mesh and using alt+A align the target mesh to the original mesh in the x,y, and z positions and orientation. then select the target mesh, turn off the skin modifier (as well as any other modifiers that you have in the stack),…
Hey all, I have been trying to better understand modular workflows for environment design, I'm not very savvy with maths so I am having quite a bit of trouble figuring out how to get my meshes to bend into grid space. These are the settings I am using I want to learn how to use the bend modifier on a wall that I have…
1. Clone and collapse your object. 2. Attach the new objects to the clone. 3. Add a SkinWrap Modifier to the clone. 4. Add original Skinned mesh to the SkinWrap modifier. 5. Make sure Skin Wrap is on Face Deformation Engine. 6. Then click Convert to Skin.
I have a couple of questions regarding programs to create/modify terrain from existing engines such as UDK. Currently I have a rough terrain made in UDK and I really do not want to change the major shapes of it. So is there any way to take the existing heightmap out of UDK and import it into another program to add in…
Scenario: Two files, same model. One is game mesh, one is high-poly. I want a normal map. Importing High-poly into Game-poly The high-polys don't render at all. I just get black. I put lights and fiddle about with the render settings, but the high-polys are just completely ignored. Importing Game-poly into High-poly The…
Anyone know a way to hide viewport geometry when in the Unwrap_UVW modifier? When working in Editable Poly / Edit_Poly it's really easy to hide/unhide selected viewport geometry if it gets in the way, but I can't seem to find a way to do the same while unwrapping. You can hide selections in the floating "Edit UVWs" window,…
Uh, if you don't mind them becoming selected you can just do this: fn CollectAllVertsOnlyInfluencedByBone skin_mod bone_index =
( skinOps.SelectBone skin_mod bone_index skinOps.selectVerticesByBone skin_mod skinOps.GetSelectedVertices skin_mod
) verts = CollectAllVertsOnlyInfluencedByBone $.skin (skinOps.getSelectedBone…
Mark Dygert probably has a post about this somewhere. Did you try a search? But IIRC it's something like this... 1. Put the character into the bind pose. 2. Turn off the Skin modifier. 3. Scale the root bone. 4. Re-enable the Skin modifier.