mm, I was thinking about doing a script like that myself, just a easy one to duplicate my lowpoly and add a displacement mod and "_cage" behind the object name. Should not be too much problem to add to the script, but I'll let FelixSchl answer that part.
Useless script fun #329 point cloud of cv's download here Usage: from a polyMesh selection(s) create a point cloud(s) ( control vertice cloud ) for reference each cloud is grouped and assigned it's own reference layer by executing this script: cly_pointCloud.mel
Thanks a lot for the link, Freeze. I tried following his tutorial but kept screwing up a step somewhere. Then I noticed he had that super handy script and after the first try I got it working, no problem. What a cool script, and excellent find. Cheers dude
http://www.scriptspot.com/3ds-max/scripts/shrink-wrap-ms Took some tweaking but Some of these worked especially when I... Cloned lowpoly Used Push modifier to get it close to my original cage, but made sure to make it larger. Then applied the Shrink Script Thanks guys
Thank you so much Juan! :poly136: The script works perfectly and I also got to learn some new things! Could you tell me what the errors in my script were? It would be awesome if I could know where I went wrong! :D
fml. Drinking and learning MAYA + MEL script don't go well together. I just noticed that because I was attempting to run it through the script editor that it was grabbing that as the selected pane. It works just fine when its set up as its own command bound to a hotkey.
Yeah, you can use Chris Whitaker's script to do that, FB Subobject Pivot. Just turn on the Affect Pivot Only > select face that you want to align with > run the script. If you didn't turn on the Affect Pivot Only option, you will align the working pivot instead.
So by the the name of the missing script, I doubt you would have any human ik scripts needed to import a prop obj. Try to import the file from 3d coat into a new Maya scene. Also check out the outliner to see what nodes are or aren't imported.
You could write a simple script to assign different materials to objects. Or you could do something more complex and link a scripted value into hypershade, and randomize that value per object. There are many other ways you could do it, but I think the last one would be the the best.
Ok thank you!!! You guys have given me a lot to think about. That .mel script, I have no idea how to use it but I'll look into that later. I already found the script, CGTalk, it's near the bottom. Implementation no clue, will figure out later I hope.