What Axi5 said that one little line will do. If, however, you still want to know how to select move pivot to the origin and freeze transformation you really don't have to switch selection mode back and forward from Object to Component. The trick is that all you need is somehow to get the name of the object while you still…
You might be able to use Layers. You can then probably use timeline to keyframe the layer strengths for an even quicker swap. Just from a quick test though, this seems to work good for preserving masking but not so much for actual details; those could get warped as the other layer nears an extreme. An alternative would be…
Hey guys, have been working on a project using the March 2010 version. And there are some features that newer versions have that might make life easier for us. Tried this tool (http://forums.epicgames.com/showthread.php?t=725317) but I still have to manually change some of the config files. The map we have loads fine and…
I have a mesh that i imported into zbrush and cleaned up the model, it was from a scan. it didnt have the texture on it. so after i cleaned up that model I then reimported the original model but this time with the texture. i then unwrapped the fixed up version of the model.... is there a way to project the polypaint from…
Hey guys! I recently made the switch from Blender to Maya LT so I've been in a constant purgatory of technical issues for the past few days. I'm pretty experienced with Substance Painter so I didn't expect to run into issues there but here we are. When I try to bake a normal map from my high poly mesh created in ZBrush, I…
Hello everyone, I've been running into an extremely frustrating issue with maya as of last week where if I try to snap a mesh to another mesh, instead of snapping to the vertex I choose (snap to vertex mode on, tried it with hotkey and from the toolbar) I get snapped to random points in world space where there is…
Hello! I'm looking for a few people to add to my team. I'm currently making a fighting game in UE4 by the name of Origin of Storms. It is a mix of Marvel's speed and combos with Bloody Roar's transformations. Instead of transforming into beasts, characters will transform into elemental versions of themselves. So far we've…
You need to use the wireparameters to take 50% of the X axis, but since you are using biped you need to use Expose Transform nodes. Yes, it's a pain. ET nodes basically query the bone and report back on what it's doing. So, you can't access rotations directly, you need to set up an etn for everything you want to look at.…
I'm excited to share my latest post on Compute Shaders in Unity blog series! This time it's about processing transforms with GPU. https://www.artstation.com/blogs/degged/KOre/compute-shaders-in-unity-processing-transforms-with-gpu I would greatly appreciate your likes and shares. Hope you'll find this content both…
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…