Stoked about the MODO news. This is awesome!
-
Sergio M.
From: Eric Mootz
Sent: Tuesday, October 28, 2014 12:01 PM
To: softimage@listproc.autodesk.com
Subject: Re: emPolygonizer5 release (Softimage, Modo, Fabric Engine,
Maya,command line)
Thanks, guys!
No, haven't posted on
... And that the main blade sorta works but breaks off from time to time. For
real heavy-handed work, you need to go find a 3rd-party one, which comes as an
assemble yourself kit.
Sergio Muciño.
Sent from my iPad.
On Sep 11, 2014, at 12:44 PM, olivier jeannel olivier.jean...@noos.fr wrote:
Depending on what kind of joint chains you have, and the kind of topology
you're working on, you may find that the Weight Hammer works wonders. Just
select the vertices you want to smooth, and hammer the sh*** outta them! (I
love using it on things like fingers... Can get those deformations
It was just a matter of time until Autodesk figured out that software is not
where the value is, but in the data created with it. Going rental-only has
upsides and downsides, and the biggest downside I see is it becomes a very
effective way to hold your data hostage. You're forced to pay just
to us.
On Aug 11, 2014 9:37 PM, Sergio Mucino sergio.muc...@gmail.com wrote:
I guess you could also rent the Maya license for the duration of the
project. Renting is a very attractive solution for that particular scenario.
Sergio Muciño.
Sent from my iPad.
On Aug 11, 2014, at 7:59 PM
I'll do my best to help you with these...
On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte paulocdua...@gmail.com wrote:
Hello everyone, I'm learning Modo and have some doubts and if anyone can help
here goes:
1) How can I work with assets in Modo, Is there any format to work with, like
I'll be curious Sam. How do you find Modo messy for rigging? Genuine question.
Cheers!
Sergio Muciño.
Sent from my iPad.
On Jul 30, 2014, at 10:18 PM, Sam Bowling sbowl...@cox.net wrote:
I’m not so sure this guy is professional but it gives a decent overview of
setting up a very basic
Does this even matter? Facts are...
1. Softimage is not available to anyone for purchase anymore
2. Softimage is not actively developed anymore
Sure, if you freeze your hardware, OS, and drivers at this point, you'll be
able to run Soft for the rest of your life. If that's what you want, be our
Yep, it's called the Node Editor (to make the difference with the Hypergraph
and Hypershade). As to improved... Well, I guess you already found out for
yourself. It's basically a new look with the same old workflows from 20 years
ago (ok, not really... Now you can drag connection wires instead
Max is to big to kill, even for Autodesk. It's the beaten-up, forgotten hen
laying (still) the golden eggs. It is my impression Autodesk wants to move all
ME accounts towards Maya (since several years ago, to different degrees of
success), and make Max the 3D solution for their Archvis and CAD
True. I know there has been the rare oddball doing Archvis/design with Maya,
and few souls would endure such a test. Max is still the king when it comes to
managing CAD data and being able to use more artist-friendly workflows on it to
deliver visual imagery.
Sergio Muciño.
Sent from my iPad.
). I would like Modo to
color-code sockets by data type. That would be quite useful.
Sergio Mucino
On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson
tim.crow...@magneticdreams.com wrote:
The color coding of nodes in Modo's is very different from ICE's: instead
of coding by node type
I have to concur (from talks I've had with people that have dealt with PF).
This is not good. PF is basically the Walmart of VFX production.
Sergio Muciño.
Sent from my iPad.
On Jun 27, 2014, at 9:17 AM, Andi Farhall hack...@outlook.com wrote:
Having been employed at PF for over a decade
, Sergio Mucino wrote:
I have to concur (from talks I've had with people that have dealt with
PF). This is not good. PF is basically the Walmart of VFX production.
Sergio Muciño.
Sent from my iPad.
Oh, man... For some reason, I enjoyed that UI so much... :-)
Sergio Muciño.
Sent from my iPad.
On Jun 6, 2014, at 2:08 PM, Matt Lind ml...@carbinestudios.com wrote:
What version of Softimage was that – 3.7?
Matt
From: softimage-boun...@listproc.autodesk.com
It seems this impression has survived the test of time...
This is, AFAIK, outdated. Renderman USED to be like that, but from what I hear
(since I haven't used it), Pixar has invested quite a bit in the usability
department in the past few years, so it seems to be closer to what other
renderers
+100. Maya has the WORST skinning system I've used in any application, bar
none. It's a horrible nightmare to work with it.
Sergio Muciño.
Sent from my iPad.
On May 23, 2014, at 2:41 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Skinning, my god fix the skinning ! it's not
I'm gonna be with Sebastien on this one. Maya is not stronger than anything in
a way worth mentioning. It is the winner if the race for historical reasons,
and because the race was rigged (ha... See what I did there? ;-) ). If
anything, it is a very open package, but that doesn't get you
I actually thought it was the worst node editor I've used in my life.
Sergio Muciño.
Sent from my iPad.
On May 22, 2014, at 8:30 AM, Mario Reitbauer cont...@marioreitbauer.at
wrote:
I would say after using it a bit. The node editor is acutally something worth
using it.
2014-05-22
BTW, just to clarify... I don't hate Maya per se (ok... I hate it throughout
the day... Several times). It is actually a good package (it didn't become the
standard in film just for no reason). However, to me, strengths reads as
qualities that surpass anything else by an noticeable margin. In
Max's tools are mostly built to be productive right out of the box. It's a
right-to-the-point application that can also be quite flexible and procedural.
The downside is that a lot of stuff in there is so neglected and broken, that
it's just sad. You're going to spend some time finding
My personal experience it's that it's not an artist-friendly tool. It's
incredibly powerful, but it requires quite a bit of technical knowledge and the
learning curve is steep. I know many artists (modelers, animators, environment
artists) that the moment you bring up a graph, they start
Hehehehehe. Nice :-)
Sergio Muciño.
Sent from my iPad.
On May 18, 2014, at 3:35 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
Mel scripts are a great way to customize maya ! cause after spending 5000
grand nothing should make you happier then having to DIY the interface
Eric. I'm not a developer, and I've only been using Modo for less than a year,
but it seems there has been some progress on that front. I'd check it out for
sure. At least on the Python side of things, things are getting a lot nicer.
801 introduced some new user classes that make it easier to
16.05.2014 16:44, schrieb Sergio Mucino:
Eric. I'm not a developer, and I've only been using Modo for less than a
year, but it seems there has been some progress on that front. I'd check it
out for sure. At least on the Python side of things, things are getting a
lot nicer. 801 introduced some
Paul, the graph is not creating infinite loops. When I got started with Modo, I
also got confused about these weird loops. They are actually not circular
dependencies. Modo will not allow this to happen (if you ever accidentally
create one, Modo will warn you and undo the action automatically).
Actually, I find Modo's deformer stack as probably the most powerful I've used
to date. Primarily because it's built on a concept that I don't think I've seen
anywhere else. It's ability to mix-n-match normalized an Un-normalized
deformers at will, and re-order them, is extremely liberating.
Well, the growth animation is done in the shading context. I guess the hit
could probably be seen in the replicator animation. I guess I'll try it out to
see how well Modo handles it.
Sergio Muciño.
Sent from my iPad.
On May 7, 2014, at 11:48 AM, olivier jeannel olivier.jean...@noos.fr
I just discovered the other day that the Edge Bevel tool has some crazy
preset profile shapes. My friends doing arch work would love them. Modo also
has some very nice precision tools.
Piping in Modo looks quite easy. I remember seeing a video somewhere that
showed some pretty nice
.
On May 7, 2014, at 2:27 PM, Steffen Dünner steffen.duen...@gmail.com wrote:
2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com:
I just discovered the other day that the Edge Bevel tool has some crazy
preset profile shapes.
And whilst talking about recent discoveries: I
the system.
Sergio Muciño.
Sent from my iPad.
On May 7, 2014, at 2:57 PM, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Can you make soft selection clusters ? like in maya ? for rigging and such ?
On 7 May 2014 19:37, Sergio Mucino sergio.muc...@gmail.com wrote:
I agree. Falloffs
In the meantime, disabling Live Deformers in the Weighting tools panel should
get weight painting to work in real time. The caveat of course is that the
weight changes are only reflected when the mouse button is released.
Sergio Muciño.
Sent from my iPad.
On May 7, 2014, at 6:57 PM, Gideon
a deformation is occurring on a joint. Still, it
does work and brings back some speed so thank you very much for the tip!
On Wed, May 7, 2014 at 5:38 PM, Sergio Mucino sergio.muc...@gmail.com
wrote:
In the meantime, disabling Live Deformers in the Weighting tools panel
should get weight
I've been using it for rigging for a while now. Are you particularly interested
in something?
Cheers!
P.S. Start by going to your System/Preferences dialog, do perform the
following...
* In Defaults/Application, set Item Selection Type to Item. Set the Item Index
Style to whatever you prefer
.
On May 6, 2014, at 12:10 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
Sergio, you should do a video, or a series of videos, on this and other
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:
I've been using it for rigging for a while now. Are you particularly
...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:
I've been using it for rigging for a while now. Are you particularly
interested in something?
Cheers!
P.S. Start by going to your System/Preferences dialog, do perform the
following...
* In Defaults/Application, set Item Selection Type
Honestly, I hasn't been a deal breaker for me. I found that I used the history
during modeling a lot less than I initially thought so (in applications that
have it), and always end up deleting it.
For animation, I do think I'd need it, but if Modo has been capable of
delivering animations
.
These are the kind of flexible workflows we lose by not having a construction
history.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, May 06, 2014 2:57 PM
...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Friday, May 02, 2014 6:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: Torn
Hi Sam. In the spirit of fairness, I just wanted to add some info to your
observations regarding Modo.
You can snap
Hi Sam. In the spirit of fairness, I just wanted to add some info to your
observations regarding Modo.
You can snap your rotations by holding down the CTRL key. This should help you
achieve precise values.
Snaps are turned on and off using F11. No need to fool around with menus. You
can change
This is quite true. Depending on what you actually intend to achieve, it may
affect your decision.
Even though I lean a lot more towards the technical side of things, I needed a
software package that would be able to do pretty much everything. I jumped on
Modo several months ago, and I've been
The new feature videos are up at TF's website. There's so much that was not
shown, due to time restrictions... Oh, well... Enjoy!
Sergio Muciño.
Sent from my iPad.
On Apr 25, 2014, at 9:34 AM, Greg Punchatz g...@janimation.com wrote:
AWESOME. I am very impressed with what I have seen so
I haven't put it through its paces, but I do know the Modo renderer is more
than capable. I think most requests of this kind come from familiarity. VRay
users want to keep using VRay, because they're familiar with it, and want to
hit the ground up and running. I totally understand that.
wrote:
i'm trying to reset mine to factory default but there is no
\AppData\Roaming\Luxology\ and no MODO701.CFG (the equivalent of maya
presets) to be found, i don't understand :(
On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote:
I've been rigging in Modo quite a bit
There are some of us that do know Modo, so if there's anything you'd like to
know, just shoot. Will do our best to provide answers.
Sergio Muciño.
Sent from my iPad.
On Apr 23, 2014, at 5:26 PM, Jordi Bares jordiba...@gmail.com wrote:
I hope I am not boring anyone, at the end of the day my
I agree. Awesome work man. Really.
Sergio Muciño.
Sent from my iPad.
On Apr 23, 2014, at 6:27 PM, Sylvain Lebeau s...@shedmtl.com wrote:
Please! Keep hem comming Jordi! ...
thanks for sharring
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE
I've been rigging in Modo quite a bit lately. Let me know if I can help you
with anything. And yes, you can just create an account for the forums without a
license.
Sergio Muciño.
Sent from my iPad.
On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com
wrote:
I think
I think Tim mentioned it may be offered again at a later date. I hope they'd
try to accommodate those who couldn't make it due to scheduling reasons.
Sergio Muciño.
Sent from my iPad.
On Apr 3, 2014, at 10:54 AM, Martin Yara furik...@gmail.com wrote:
I see, thanks for answering.
I
In the spirit of not leaving the rest in the blank, Brad showed lots of
features of Modo that a lot of people were not aware of. He demoed some of the
modeling tools, Mesh Fusion, texturing, some rigging, talked about pipeline,
referencing, particles, etc. It was an overview of Modo, showing
I don't know how that will work out, but if you found ICE troublesome, Maya is
going to kill you (or maybe not... Who knows!). I actually never had much
problems with the Maya UI. I think the biggest issue people have is with the
workflow behind it. I also got used to that. What I found very
Modo's rigging capabilities are fairly underrated, IMO. It's not yet at the
level of Soft or Maya, but it's pretty capable and I'm hopeful it'll get
better. I'm in the process of porting over to Modo some ICE nodes that I've
used quite a bit as Assemblies (Modo's version of an ICE Compound),
Jordi, if you have any Modo questions, don't hesitate to come over to The
Foundry community forums and ask away. You'll get lots of help there, and some
users are familiar (or quite familiar) with Softimage too.
Sergio Muciño.
Sent from my iPad.
On Mar 26, 2014, at 9:46 AM, Jordi Bares
like that yet (most of the freelance
work happening for Modo seems to be related to modeling and rendering),
but there's some already happening. And I was very surprised with what I
was able to achieve with it.
Sergio Mucino
Freelance Rigger/TD
On 27/02/2014 4:59 AM, Cristobal Infante wrote
Yep. There's a lot of work being done (especially in Europe) with C4D. I
hear great things about it too.
Sergio Mucino
Freelance Rigger/TD
On 27/02/2014 11:14 AM, olivier jeannel wrote:
There seem to be tons of people making a living with C4D no ?
Le 27/02/2014 17:10, Eric Thivierge
saying the landscape could quickly
change once that perception sets in (based on facts or not).
P.S. Not trying to be doomy/gloomy about it. Just stating facts.
Sergio Mucino
Freelance Rigger/TD
On 27/02/2014 1:21 PM, Emilio Hernandez wrote:
Well for me and for what I do is alive and kicking
Here's a simple question for something we have not found how to do
in Softimage.
I have two curve objects... a closed square, and a closed circle. I
want to join them into a single object without stitching them
together or changing their shapes. I just want to have an
I think that what Matt meant is that ICE is fairly young tech, and
therefore, still prone to possible changes, whereas constraints,
using his example, are very old tech that is pretty much not going
to change... ever. I can understand his point, but on the flip side,
I'm
Probably, but... you get the idea
:-)
On 13/02/2014 3:09 PM, Paul wrote:
"I think that what Matt meant is that ICE is fairly young tech, and therefore, still prone to possible changes"
Wishful thinking I fear.
On 13 Feb 2014, at
Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm not
sure I can open those files. I'll give it a shot.
@Alan: Thanks Alan! Sounds like the ticket for me. I want to keep
this as lightweight as possible. All I need is exactly that... to be
Damn... Alan, which version are you using? I can't open your file.
Thanks!
On 06/02/2014 9:58 AM, Sergio Mucino
wrote:
Thanks a lot guys!
@Noel: Thanks a bunch! We're running 2012 here though... I'm not
sure I can open those files
, but maybe also between generations?
On Thu, Feb 06, 2014
at 10:34 AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:
Damn... Alan, which version are you using?
I can't open your file. Thanks!
On 06/02
Alan, I definitely owe you a beer
:-) . Really.
Thanks a lot man!!
On 06/02/2014 11:31 AM, Eric Thivierge
wrote:
You're
hoping for beer as a reward, and to this day no one has fulfilled
their pledge to send someone beer on the list...
As much as it is a better option, for some reason, saying "Alan, I
owe you some bacon slices" just doesn't sound right... ;-)
On 06/02/2014 11:39 AM, Alan Fregtman
wrote:
Let's just say if I had a beer for every time I've
helped someone with
.com
wrote:
Don't
worry, Alan hates bacon anyway.
On Thursday, February 06, 2014 11:57:33 AM, Sergio Mucino
wrote:
As much as it is a better opt
Hey there. I could use some recommendations here. I'm trying to add
some jiggle as secondary motion to a mesh I have. I just need it in
certain parts of the mesh. So, I did some research, and decided to
use this guy's compound...
http://vimeo.com/41299656
I
Will do. Thanks Eric!
On 05/02/2014 3:57 PM, Eric Thivierge
wrote:
Look
at the docs for the Verlet integration I believe they have an
example in there.
Eric T.
On Wednesday, February 05, 2014 3:53:56 PM, Sergio
the framework (and the init node of course) and a weight map. And
when I play back the scene... nothing. The mesh is not moving at
all. Even the envelope in the Anim context is not working either.
Have I missed something? Thanks!
On 05/02/2014 3:58 PM, Sergio Mucino
wrote
Thanks Noel. It seems I can't get this to work. I plugged the Init
Verlet Deformation compound in my Init tree, and the
BasicVerletSpringDeformation compound in my simulation tree, but the
latter stays red. I don't need collisions, so I'm not sure what I'm
missing to get
Okay. I needed to reference the mesh in the Deformation compound to
get it to work.
It's technically working, but the mesh is still not moving at all.
It just seems to be broken. I assume that given the previous
compound doing the same, I'm missing something that would
...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Wednesday, February 05, 2014 5:06 PM
To: Noel FROGER; softimage@listproc.autodesk.com
Subject: Re: Mesh jiggle (secondary motion)
Okay. I needed to reference the mesh in the Deformation compound to get it to work.
It's technically working, but the mesh is still
up global/local positions?
On 29/01/2014 5:59 PM, Sergio Mucino wrote:
Thanks a lot Alan!
Seems to be working, but I don't seem to be
getting the ri
Except for the old Marvel cartoons from the 70's... those were
like... 12's... :-D
On 30/01/2014 1:33 PM, Matt Lind wrote:
I
used to be a cel animator, Im pretty sure its on 2s for
the general case.
This is probably not that hard to do, but I haven't really worked
with arrays in ICE, so I'm kinda stuck here.
I have a bunch of nulls near a poly surface. This surface has a
weight map painted on it. I'm trying to get the weight map's value
for the closest point to each
" and
your map the default name of "Weight_Map". Change
accordingly if not.
That should return you the correct weight
value.
I'm guessing you need the rest of the values to be interpolated? (As
in... what if Slider == .6?)
On 27/01/2014 10:34 AM, Will Sharkey
wrote:
Hello,
I have very basic scripting knowledge and need a little
help. I
That won't be a simple _expression_, but it is possible. You would
need two linear interpolations as expressions. I believe Emilio
already proposed something.
On 27/01/2014 11:09 AM, Will Sharkey
wrote:
Yeah, I would need the values
Oh, man... this brought up so many memories... I always loved the
Soft UI!! (Call me grandpa) :-D
http://www.youtube.com/watch?v=RlxVJXXyPiY
--
Technically incorrect :-) .
The Mayans never predicted the end of the world (which seems to be a
global misconception). They predicted the end of an "era" or a cycle
(which in Mayan is called a Baktun). Sore disappointment for those
who eagerly awaited the final
What I did was to manually copy the "gear" libs folder into my
Python26/Lib/ folder. It worked like a charm.
On 20/01/2014 11:01 AM, Szabolcs Matefy
wrote:
Hey folks,
Does anybody have an idea how can I
Based on how things went for them, it seems more like they went for
a full reboot... :-X
On 20/01/2014 12:05 PM, Luc-Eric
Rousseau wrote:
The Mayan saw random things starting to go wrong in their world, but
they deleted their user pref and everything
From:
Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34
PM
To: softimage@listproc.autodesk.com
From:
Sergio Mucino [sergio.muc...@modusfx.com]
Sent: 09 January 2014 05:34
PM
To: softimage@listproc.autodesk.com
I've been doing quite a bit of rigging in Modo lately, and I have
been very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to use,
but there are several requirement that need to be met for a mesh to
be acceptable for heat
Binding:
https://vimeo.com/69268846
On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:
I've been doing quite a bit of rigging in
Modo lately, and I have been
very surprised by its capabilities.
One
This has been pretty much my only "um..." regarding ICE. It seems to
be like a (powerful) local black box that is related to one object.
I know that an ICE graph can actually get and set data to multiple
locations, but in some cases, one needs to jump through hoops (for
I absolutely hate this behavior in Maya. It's, frankly, ridiculous.
Maya's weighting tools are totally sub-par compared to any other 3d
application I've used (including Max). Why it is this way, I don't
know, but as a user, it's incredibly frustrating to have to focus on
You can also slide weight values in the component editor using the
slider at the bottom of the UI. I'm not sure if that's what you were
referring to, though.
On 06/01/2014 6:42 PM, Meng-Yang Lu
wrote:
It's called the Component Editor. Does
That's funny. A few months ago, when I started rigging in Soft, I
was googling a lot of information and pestering this list (trying to
keep the hair loss to a minimum, you know...), and I landed on this
article. I read it through and through and thought some things were
I'll definitely get back to you on this one tomorrow.
On 06/01/2014 5:36 PM, Matt Lind wrote:
Let
me narrow down the question to the specific task of applying
an envelope or weighting/re-weighting an
Happy holidays to everyone! Have a great time off!
On 20/12/2013 10:11 AM, Rob Chapman
wrote:
likewise, all the best for 2014 fellow softimagers
!
On 20 December 2013 15:09, Simon Reeves
I'm sorry, all you guys have bogus information. I'm not supposed to
disclose this, but in the name of transparency, it has to be done.
Autodesk has hired an ex-Tonka manager to run Softimage as PM. This
new manager assembled a team of Austronesians to re-write the
http://en.wikipedia.org/wiki/Commodore_64
During '82-'83, I think. Programmed graphics in Basic reading a
bunch of Data statements and feeding those to draw calls. Ah,
painting 1 pixel at the time... (not missing it, really... but at
the time, it felt like magic).
I'm running into an interesting problem with weighted constraints. I
have a feeling of what's causing it, but I wanted to see if anyone
has ran into it before.
I've got a fairly straightforward 3-arm animation setup. One chain
is the IK arm, another chain is the FK arm,
%
and the second at 50%
Think of it as the if last constraint reveals to the
previous ones.
Hope that makes sense.
On Fri, Dec 13, 2013 at 3:43 PM, Sergio
Mucino sergio.muc...@modusfx.com
.
On Fri, Dec 13, 2013 at 3:43 PM,
Sergio Mucino sergio.muc...@modusfx.com
wrote:
I'm running into an
interesting problem with weighted constraints. I have a
feeling of what's causing it, but I wanted to see
.
On Friday, December 13, 2013 4:32:19 PM, Sergio Mucino wrote:
Okay. I wasn't aware of this. How would
you do this in a setting where
you want the object constrained 80-20, for example? You don't
want the
constraint to be 100, because
I think it's just where all installation files are uncompressed.
On 09/12/2013 3:48 PM, Rob Wuijster
wrote:
Isn't that just the default temp install folder?
Rob
\/-\/\/
On 9-12-2013 21:34, Paul
Wow... if only other software companies had the flexibility of doing
this... :-)
On 05/12/2013 11:20 AM, olivier jeannel
wrote:
Lol !
No seriously, you should go out, breath into nature, do normal
stuff on the weekend...
If you divide the process into smaller sub-processes and update
accordingly as Alok suggests, you could add a small descriptive text
line that would let the user know what the script is currently doing...
Sergio M.
On 04/12/2013 8:40 AM, Alok Gandhi wrote:
It depends on how the progress bar
Does anyone know if it's possible to transfer attributes only to
selected verts (or a verts cluster) using GATOR? I have a mesh that
was already weighted (envelope deformer), and now I need a certain
area of it to follow a different mesh, but I can't seem to transfer
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