| 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. |
| 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. | |
| runs the specified script on a directory full of .mb files and saves the result to an output path. | |
| 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 | |
| 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. |