| bb_uvTool.mel |
Move UV shells left,
right, up or down in increments of one. Also provides a percentage
of the texture map that is used by the selected meshes. Good for convincing
programmers that you aren't wasting pixels. |
| bb_snapToClosestVert.mel |
Snap vertices to the closest vertex
on a reference mesh within a given tolerance. Good for making sure
polygonal surfaces match up, or for snapping verts to the closest
vertex on a high res mesh. |
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Tool for painting vertex lighting.
You can adjust the vertex lighting on any component including faces
and edges. No need to mess around with pesky vertex faces anymore. |
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runs the specified script on a directory
full of .mb files and saves the result to an output path. |
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creates blendshapes on a polygonal
object using only the vertices that have moved from their postion
on the original object.
written by Ben Bathen |
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color codes faces on a polygonal
object based on the direction of the normal.
written by Ted Forgrave, Concept by Ben Bathen |
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works with autoColor to automatically
create projections on the faces of a smoothed polygonal object
written by Ted Forgrave, Concept by Ben Bathen |
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automatically duplicates the shaders
created by autocolor to prevent overlapping UVs.
written by Ben Bathen |
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cuts a polygonal object in half by
calculating the center point of each face and deleting anything with
a negative X coordinate.
written by Ben Bathen |
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color codes the faces on a polygonal
object based on the number of vertices it contains. Quads are green
Triangles are blue and N-sided faces are red.
written by Ben Bathen |
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graphs the only the material on a
selected face. Maya's default graph material button will show every
shader on the polygonal object this only shows the shader assigned
to the selected face.
written by Ben Bathen |
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complete documentation of how to
create UVs on a High res Polygonal Model using autoColor, autoProjection
and autoShellAssign. Includes all necessary MEL scripts plus example
files. 1.19mb |
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helps to set weights on a high res
polygonal mesh. Bakes the weights from a wrap deformer or lattice
into a skinCluster on a polygonal mesh.
written by Ben Bathen. Based on a GDC presentation
by David Stripinis. |