| createAngleMorph.ms | Script to create morph targets between meshes with different index order. This is accomplished by using comparing the edges using the dot product function as opposed to the indeces of the verts themselves. for 3ds Max 2008 and above. To use the script select a corresponding vertex on each mesh. |
| 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 |
|
| color codes faces on a polygonal
object based on the direction of the normal. written by Ted Forgrave, Concept by Ben Bathen |
|
| works with autoColor to automatically
create projections on the faces of a smoothed polygonal object written by Ted Forgrave, Concept by Ben Bathen |
|
| automatically duplicates the shaders
created by autocolor to prevent overlapping UVs. written by Ben Bathen |
|
| 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 |
|
| 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 |
|
| 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 |
|
| 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. |