![]() Has stretchy joints or creates single joint hierarchies for engine export. history cmds.listHistory (obj) Get a list of the object's history nodes, which may include a color set. Setup a bi-pedal character skeleton in minutes ready for in-game. You can use cmds.listHistory to get all the inputs from an object, then cmds.ls to filter that result to find any color sets: import maya.cmds as cmds for obj in cmds.ls (slTrue): Loop through the selection. Bend bones and engine export capabilities. Example: AbcExport -verbose -j “ -wcs -frameRange 1 1 -attr abcMaterial -attr abcMaterialTextures -ro -uvWrite -wholeFrameGeo -worldSpace -writeVisibility -root |model_GRP -file /tmp/test.abc” */ global proc storeRestPosition(string $sel) That said, I haven't attempted going back out of Houdini into Maya. Fully customizable with facial rigging included. This is vertex coloring, and from various locations created a script that will create an NiMultiShader, rename the colorSet to Base color, and create an OcclusionSet with all the settings predetermined aswell as occlude the mesh on that layer. ![]() * To save color information into the alembic file the flag “-wcs” is needed. Hey Everyone, I’m trying to create a script which will blend my two Color Sets together using an Add within the Color Set Editor. Then, the asset would access the second element of mayacolorsetmappedCd for the corresponding name of the Houdini attribute, which might be Cd2. First, the asset would search mayacolorsetname for 'diffuse', which might be the second element. Note that it also is saving out a “abcMaterial” and “abcMaterialTextures” attribute that you probably don't need. For example, if the asset expects a Maya color set named 'diffuse'. The most useful info for you is probably in the comments on top. You can use colorSets in Maya to get your vector data across. $scrollList: the name of the scrollList from the colorSetEditor.I wrote this MEL script in Maya 2013 to get rest position data into Houdini. Creates the commands for editting multiple CPV sets. Sets -renderable true -noSurfaceShader true String $NiMultiShader1SG = ($myShader + “NiMultiShader1SG”) String $myShader = shadingNode -asShader NiMultiShader Assign a NiMultiShader to a combined mesh. history cmds. Sets -renderable true -noSurfaceShader true -empty -name NiMultiShader1SG import maya.cmds as cmds for obj in cmds.ls(slTrue): Loop through the selection. RenderCreateBarCB -asShader “surfaceShader” NiMultiShader Pol圜olorSet -copy -colorSet “BaseColor” -newColorSet “MasterColor” Would also like to thank Nathan for telling me about manipulating text scroll lists. Now when you playback, your particles will acquire those colors. Then in Maya, either paint, or bake colors into your mesh as an RGB colorSet. Sets -forceElement OcclusionSet $shape ĬatchQuiet ( `convertLightmapSetup -camera persp -sh -vm -showcpv` ) Original code based on Suchan Bajracharyas SRB - UV Transfer script. If you want to trasfer color from mesh to particles, you don't have to do it with usecolorset on the varysourceproperty node. String $shape=`listRelatives -s $eachObj` } if ( `objExists initialVertexBakeSet` = 0 )ĬreateBakeSet initialVertexBakeSet vertexBakeSet If ( objExists initialTextureBakeSet = 0 )ĬreateBakeSet initialTextureBakeSet textureBakeSet ![]() The description above iterated through each color set as. SetAttr -type "string" lorSetName "Occlusion" My script is very specific to what Im currently working on and it uses hard-coded values to save time. ![]() SetAttr OcclusionSet.orthogonalReflection 1 SetAttr OcclusionSet.occlusionFalloff 100 photo album or book, scallop scissors, ink (two colors), script stamp. $bakeSetAO=`createBakeSet OcclusionSet vertexBakeSet` crocheted trim, chipboard butterfly, chipboard alphas (Maya Road) ink. Enter the color or UV set name as specified in the rest of Maya's UI. Set name Used when Type is set to Set name. Type Specifies how the vertex color texture will detect the color or UV set to use. Create a new empty color set pol圜olorSet -rename -colorSet "colorSet" -newColorSet "BaseColor" Use the Connection editor to connect a mesh's colorSet lorName plug to the colorSet plug of the vertex color texture. But for the life of me I can’t seem to figure out how to blend the BaseColor set with the Occlusion set using an Add as a MEL script, the top portion is mine, the bottom portion is the monster script which I pulled from the Maya script docs that will Blend my color sets.Īny and All help will be much appreciated ![]() I’m trying to create a script which will blend my two Color Sets together using an Add within the Color Set Editor. ![]()
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