I'm just starting to learn Python. The code is ugly, but seems to work. You can select one or more object, "_and_" between them will be added to the new group name. import maya.cmds as cmdsdef CryExportPy(): Sel1 = str(cmds.ls (selection=True, objectsOnly=True)) Sel2 =…
Looks like you may need to make a cage for your low poly. I was able to get this by making a cage. Make sure that your smoothing groups are setup properly. Then triangulate your low poly mesh and duplicate it. Take the copied low poly and inflate/scale it so that it envelops your high poly like this. Then export the…
baking help- download xnormal because it's easy to use :) Load your hi poly mesh into the high detail mesh channel. Choose "average normals" in the dropdown at the end. This may not be necessary but guarantees a smooth finish. Load your low poly mesh into the low detail channel. In baking options, select the size of your…
Here's a few things I do to get around that problem: 1. Select camera > Goto Hierarchy panel > Link Info panel > check all the locks on Move XYZ, Rotate XYZ. 2. Disable the viewport with the camera in it. Hit 'D' on keyboard. 3. In the camera viewport hit P to switch it to perspective (dont worry its still the same view as…
You can setup presets for the rendering settings. to do this: 1) open your rendering dialog box (the teapot icon) 2) have a look down the bottom of the dialog to the 'assign renderer' section 3) look for the word "preset" and a dashed line. 4) You can select this menu and it pops up a bunch of settings. One of which is…
Hi Pior, I'm trying to figure out the algorithm. It doesn't seems to be trivial. Right now the obstacle I'm facing is to find the right vector for surface extension perpendicular to the border reliably. The general behaviour should be something like this: select some border edges to expand. If there is no selection, expand…
So actually you need a less simple material setup. Theres the texture sampler. Okay that given. For the Uvs of that you need a texture coordinate expression. add that, and then select it. When you select it, an new menu will appear on the left side of the material editor window (bottom left corner). The properties of the…
Yes, try it! It's really nifty and saves a lot of time in the early process. You can re-export any mesh from Unreal to any 3d package. When you're in Unreal, just select all the mesh you want to re-export and go in File/Export/Selected only, and export as either .stl or .obj. Then import it in your 3d software, most of…
Right click in the Generic Browser and select "Create new Decal" or whatever it is...(Don't have the editor open atm) Then, select a surface in the editor and press the "D" button to place a decal. Use the Decal system as a projector (this is essentially the new projector system)...works much better than using alpha cards…
Use Copy Skin Weights. Select all the joints that are weighted to your high-poly mesh, and bind them to the lower-poly one (regular Smooth Bind method). Then select your high-poly mesh, followed by your lower-poly mesh (the order is important!) and do Skin -> Edit Smooth Skin -> Copy Skin Weights. Default settings should…