Its probably treating it as a new mesh because the name is different on the copy then the original mesh (copy then edith the meshs name, past the pre-edited name to the copied mesh, export, then undo name changes). But yea needing to rely on a script to fix another script would be horrible, so hopefully someone has a…
You can use this simple script line unhide $object_name Change "object_name" to whatever is name your reference plane You can save it as the macro script for the future use just keep the same name for you reference plane Or more convient one click macro -- Enter isolation modeIsolateSelection.EnterIsolateSelectionMode()--…
Thank you all for your help! miauu, the dimension script will most likely solve the issue I'm having, but i wouldn't rule out the possibility of buying you script pack. A lot of useful tools in there. (Btw, I also can't see your signature, but it was just a matter of clicking in your profile to find the link.)
seeing as there wasn't another post on this and being almost a year old i am guessing it has been solved. But anyways I use the paie script for exporting out animation from one file and importing it onto another file. http://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/paie hope this helps somebody
The shatter effect is a ancient old script provided with maya 2.0, which hasnt been touched since then. They should remove this non working stuff from the menu. For your problem look for other solutions, there is currently now native shatter funktion, but several scripts and plugins both free and commercial, that should do…
Sorry for the stupid question: But how can I exactly create a MZP which has a collection of 'other' scripts and publish it locally for quick installation on other work stations? For example, I want to collect RTAssist, TexTools, ToTex and GoMax under my scripts name, but I can't figure out how to add and publish correctly?
Ahh and dont use automatic hard edges. Good normal map bakes require hard edges at UV seams. So you will need to place them by hand or use a script. I guess there are some scripts for max that will create hard edges by uv islands but I haven´t been using max for 2 years.
Try using this mel script. To use it select the branch followed by the trunk, then run the script. You'll want to have the pivot point of the branch set at its base. geometryConstraint -weight 1;normalConstraint -weight 1 -aimVector 0 1 0 -upVector 0 1 0 -worldUpType "vector" -worldUpVector 0 1 0;
I wrote that, are you using the script that comes with it? That has all of the settings for the extra maps and feeds them into the shader system as global variables. So you'll need to ditch that script and remove all the extra spec/normal calculations from the shader because that makes it really expensive. You'll probably…
Is there a way to somehow add shortcuts for assigning the color for the text in the post? I tend to use that a lot when people ask scripting related stuff but it's super tedious and lots of clicking to go on that "A" each time for color assign. Here it is an example how i usually add colors…