Thanks a lot for everybodys help on this. The script works perfectly. But now i run into another problem. First I must explain the purpose for requesting this script. This is part of the main Script Im trying to write which is Quad fill (imitating Quad-cap max plugin by obliviboy). So far Ive been sampling many mel scripts…
I could give it a shot for you if you don't mind it going through Max. I still haven't gotten around to learning Mel. So if nobody has a tool that will work directly in Maya, just make a zip containing a Maya file with the old trees that you want replaced, another file with the new tree, and the textures, and I'll see what…
Hey guys I have been recently working on MEL scripting in maya but burst into a problem with ls -sl command. string $selectionList[] = 'ls -sl'; this gives syntax error. I tried a lot and searched through the net but every example is like that. I guess the reason is a foolish one but what can it be?
What is the best way to do a boolean union on dense meshes (~10 million polys in total)? I have a sculpt that is made of separate, open pieces and I want to merge them with each other and some primitives so the whole mesh becomes closed and a single piece for retopology and more sculpting. Thanks! Krist
Maya 2016 I have a basic emitter and collision object, but my particles are going thru the collision object as well as bouncing off. Don't want them to go thru, only bounce off. Can anyone help?? Here is the Mel code screenshot.
Hey this is a Keg I am creating for for my pirate ship environment. This is a sculpt I created in zbrush after exporting the low poly version from maya. Since this is my first official sculpt in zbrush, I wanted to get some feedback before I moved on to texturing it. Thanks :) Here's the reference image as well
Anyone know how to set up a blueprint where: once both of these conditions are met then proceed? (ie. Both BoolA and BoolB have to be true to proceed) Thank you. Edit: I found the solution: And function in math allows multiple bools to be used.
I ran into a problem where i need to merge a seperate head sculpt into a rocksurface in Zbrush without making a big mess. The whole meshes will be part of an Level/Map using the Unreal3 Engine. I got several problems i ran into along the way. 1. PROBLEM - losing detail I sculpted a Rocksurface for my level seperately which…