Hi everyone, I have a question about Maya UV and UV sets (not sure if this is the proper terminology). I have a scene that consists of separate buildings and each building is uved on it's own in the 0 to 1 texture space. Now I packed each building's uv separate to occupy all the 0 to 1 space and saved the UV layout image.…
I use mostly customized max hotkeys - I pulled this section out you can use. 1) Run the macros 2) Set rRemove under category Robot to a hotkey It doesn't do the exact same as the max remove -- It won't remove a vert from an edge if the angle around it is < 170 degrees. To change the degree number, change the section in red…
I went ahead and did it anyway. I was curious, and I've actually had this problem crop up before. Assuming you can Mesh > Separate (then delete history) your model to separate all the individual pieces, and also assuming that each piece only has UV information inside one of the many UV Sets, the script below will work for…
Here is some progress on a concept I have been working off of the very talented LD Austin. I will be posting The final render will be in Marmoset. Feedback is always welcomed. The more nit-picky you are the better! Thanks for all the inspiration everyone! :) [IMG]http://www.polycount.com/forum/<a href="<a…
Hey guys, i'm trying to make an instant hit weapon do specific area damage on a spawned pawn(CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA) with some physic assets (SK_CH_Corrupt_Male_Physics). If i enter ShowCollisions in the console i can see the physics assets and that he already comes with cylindrical collider that was…
Good afternoon everyone! I'm trying to make a quick exporter, but I'm having a bit of difficulty... //Grab a list of everything selectedstring $lsS[] = `ls -sl`;//Loop through the list and export selectedfor ($i = 0; $i < `size ($lsS)`; $i ++){ //Remove organization suffix string $filename = ("/data/forUnity" +…
Guys, I've been using Maya 2017 for a while and have always used a simple MEL script that moved my object to the origin, froze transform and then launch export selected so that I could export it to engine, but here at work I'm using Maya LT 2018 and for some reason export selected doesn't work. I can't find any…
So even typing in the exact offset down to 3 decimals still gives me an offset when I export it ... Example: export one subtool from zbrush, line up in Maya, write down offset numbers, lets say 01x 10y 20z. Back in Zbrush in the deformations panel, I type those numbers into the offset (with y and z having to be negative…
Painter bakes exclusively in 0-1 space. Anything outside will be ignored. There are several multiple UV workflows. UDIMS - which use the same UV channel, but multiple tiles outside 0-1. Then there is multiple channels which uses 0-1, but has different UV layouts in each channel. This workflow utilises multiple materials…
Try this import maya.cmds as cmds
import maya.mel as mel #Get all the transform nodes that have hg in it's name
geo_list = cmds.ls('*hg*',type='transform') #run through all the geometry
for geo in geo_list: #Ch=0 so that the soft edge won't end up in history cmds.polySoftEdge(geo,a=180,ch=0) #Get shapes to assign material…