There are a fair amount of people out there who have weighed in on how to do this in various forums but I didn’t find a single one that actually worked despite them being voted as the solution. Perhaps they worked in previous versions of Maya. I don’t know, but I got this solution by sure educated guess, trial and error. This works as of Maya 2018:
The code above creates a new folder in your ...Continue Reading →
Setup a layered texture node feeding whatever channel (diffuse) for example.
Layer your image files into the layered texture.
Select all of the image nodes and go to the attribute spread sheet. Turn all default color RBG values to 0
For each 2D placement node, turn off Wrap U and Wrap V
In the Attribute Editor for the Image Node:
Set UV Tiling Mode to Explicit Tiles
Change the U and V values to reflect each image’s placement along the UV tiles.
The coordinate system is 0 ...
For me namespaces were just a giant pain in the ass. They always seemed to get in the way and they were always cropping up because maya likes to use them by default and even if you have them turned off on import they will still crop up due to cross version issues or references or how the file was saved last. I never truly understood namespaces in Maya until I started writing scripts to deal with them. I knew ...Continue Reading →
Unreal has a specific joint naming convention that will speed up retargeting animation if that is part of your pipeline. You would do well to rename your skinned skeleton to match Unreal’s naming convention. I have listed the naming convention below. As naming conventions go, its not that strong. You will notice that it does not follow traditional naming convention rules in that there is not a standardization in capitalization but whatever.
neck_01 – one might assume that because this ...