from the blog
For starters, this week I'm going to cover the basics of the new QT user
interface. I'll also discuss how QT Designer can be used to create UI for
your own custom tools. One thing I fail to point out in the demo movie is
that all of your old MEL based UI should still be fine. You
http://area.autodesk.com/blogs/stevenr/maya_2011_highlight_qt_user_interface
sure no prob.
On Mon, Mar 22, 2010 at 7:53 PM, Martin La Land Romero
martinmrom...@gmail.com wrote:
which demo movie? I guess I missed the beginning of this thread, can you
fill me in stephenkmann
thanks
I don't have maya up in front of me but I thought the joint command
had a flag for do not select. I know some of the creation commands
do
-s
On 4/17/10, Melvin3D melvin...@gmail.com wrote:
try simple select -clear that should drop anything active.
Cheers
On Apr 16, 7:09 pm, shawnpatapoff
can you wait till Maya 2012 ?
( or get it, since its out )
it has it
hth
-=s
On Thu, Apr 21, 2011 at 5:46 PM, Benjamin Golder
benjamin.j.gol...@gmail.com wrote:
I'm about to dive in to projecting lots of polylines onto a big mesh
object, does anyone have any advice or experience with this?
of it, just to do the projections...
hth
-=s
On Thu, Apr 21, 2011 at 6:02 PM, stephenkmann stephenkm...@gmail.comwrote:
can you wait till Maya 2012 ?
( or get it, since its out )
it has it
hth
-=s
On Thu, Apr 21, 2011 at 5:46 PM, Benjamin Golder
benjamin.j.gol...@gmail.com wrote:
I'm
except that you don't have to use name spaces to reference...
They did do some updates that speed up some things with referencing
using name spacing but in the end its pretty much the same.
-s
On 4/29/11, Judah Baron judah.ba...@gmail.com wrote:
It sounds like your scripts need to be
for this.. )
hth
-=s
On Fri, Apr 29, 2011 at 7:46 PM, Benjamin Golder
benjamin.j.gol...@gmail.com wrote:
Thanks Stephen, could you point me in the right direction for
projecting a curve onto a polygon object? That's exactly what I'm
trying to do.
On Apr 26, 12:14 pm, stephenkmann stephenkm
have you tried looking at maya's mirror deformer weights?
( its in the bottom of the edit Deformers menu)
hth
-=s
On Tue, Jul 5, 2011 at 2:37 AM, 宇 1988he...@gmail.com wrote:
Is there any good way to mirror the cluster weight just like the
joint's skincluster? i have wrote one but it's
/downloads/scripts-plugins/character/c/sl_mirrocluster--2
I tested it a little a long while back, and it seemed to do the trick.
On Thu, Jul 7, 2011 at 10:48 AM, stephenkmann
stephenkm...@gmail.comwrote:
have you tried looking at maya's mirror deformer weights?
( its in the bottom
Just out of curiosity has anyone encountered issues using MPLug
one of our programmers is having an issue with a script that works fine in
maya on windows 2011, and 2012 and linux 2011, but not in linux maya 2012.
ontop of that he's not quite able to isolate the issue down to the function
call.
Yeah I figured it wouldn't be anything too simple.
We are working on a deliverable for this. The prob is it uses a lot
of our custom environment.
Hopefully I can send something up to atdsk in the next couple days
-s
On 8/23/11, Jan Berger j...@janberger.de wrote:
hard to tell from the info
You should be able to just animated / key the active/passive state of each
object.
a simple randomize or even key directly script would do that
hth
-=s
On Mon, Dec 5, 2011 at 11:34 AM, Nick Scholtes airc...@gmail.com wrote:
Hi all,
I have been trying to get assistance from a number of
Non technical, but we are your modelers using byrons poly tools by any
chance? We see these nan errors mostly from bounced uvs while using
some of his tools.
From what I can tell atdsk has found ways around the issue in more
recent versions of maya.
I havnt seen that issue since maya2009.
-s
I can see what you mean.. I still have tons to learn, thanks for the update!
-=s
On Thu, Jan 19, 2012 at 10:46 AM, Kamil Hepner hektor1...@gmail.com wrote:
Pymel is more pythonic than cmds. Also pymel is object oriented. There
are only adventages of using pymel istead of cmds. In this simple
The Mel command ls has a flag -ap For all paths
ls -ap Gizmo_*
Should give you what your looking for
On Wednesday, August 22, 2012, Florian Croquet wrote:
Hi,
I have a question about the command : cmds.ls
Have a script which allow me to duplicate a object and rename it, the name
of
just tried it via mel based on the help docs...
same exact results..
so, not helpful, but I get same results..
-=s
On Thu, Aug 23, 2012 at 12:29 PM, olheiros cgolhei...@gmail.com wrote:
Hi all i've been trying to copy geometry to specific uv position in 3d
space.
the maya docs gives me
I doubt this is it. But are you loading plugins as modules ?
The modules recursively check every directory in a module path and will
severely cripple start times.
Check your plugin manager and see if its loading 100s of unwanted
directories.
I believe they fixed it in the latest hot fix.
Has anyone been able to get the maya.env to add to an existing PYTHONPATH
?
adding the MAYA_SCRIPT_PATH is as easy as
MAYA_SCRIPT_PATH = %MAYA_SCRIPT_PATH%, c:/myWwnDir
but doing the same with PYTHONPATH doesn't appear to be working.
PYTHONPATH = %PYTHONPATH% , c/myOwnDir/
( does not add to
I just did a super quick test of 4 shapes under one transform. each one had
it's own shader.
I selected the transform and ran "combine"
and the result was one mesh object, and the shaders end up a face
assignments.
is there something more you need this to be?
On Mon, Aug 22, 2016 at 3:16
I could have sworn there was an ignoreSelection flag for cmds.joint when
creating a joint.
does anyone know off hand if something like this exists?
thanks
-=s
--
stephenkm...@gmail.com
http://smannimation.blogspot.com/
http://nymayausersgroup.blogspot.com/
http://smann3d.blogspot.com/
--
Why are you separating the head.. you don't really need to do that
technique any more , now that there is the morph deformer...
Also, I usually found the performance hit of having a connected head to
body with morph targets was never really that bad.. especially if you
remove the body components
Yes that's what I'm saying Roy,
You no longer need to separate.. as the morph deformer will act like a
blendShape to the joined full body/head .
If you don't need it to be connected.. like the neck goes under a shirt.
then sure.. I prefer separate shells,,, ( I am not a multi shell poly
fan)
if you double-click a color swatch , you get the full color picker. if you
single click. you get the compact.
On Sat, Apr 10, 2021 at 9:09 AM Marcus Ottosson
wrote:
>
>
I'm confused.. I use this widget all the time when making shaders,
wireframe colors. etc etc etc
It's all over maya for anything that needs "color choice" to be made
-=s
On Fri, Apr 9, 2021 at 3:09 PM Ravi Jagannadhan wrote:
> Actually, I think Kurian has the right answer.
>
> On Fri, Apr
I've been pushing for "un-keyable" to actually be un-keyable for years.. (
maybe even a decade?)
I'm not exactly sure what the reasoning behind allowing un-keyable
channels to still be keyed is.
-=s
On Mon, Jul 26, 2021 at 3:35 AM Marcus Ottosson
wrote:
> The solution whould be set
25 matches
Mail list logo