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#141

I love extruding faces and edges too. here is a little script I have on a marking menu. It detects whether you have an edge or a face selected and calls the appropriate extrude function. If you don’t have an edge or a face selected, it does nothing. This way I don’t have to have two mm slots taken up by extrude! :slight_smile:

v--------script below---------v

if ( size(filterExpand -sm 34) > 0 )
{
ExtrudeFace;
}
else if ( size(filterExpand -sm 32) > 0 )
{
ExtrudeEdge;
}


#142

Pearson, i used that script for a while but its very buggy. it works like 60% of the time.


#143

Really? I’ve never had a problem with the script. I actually wrote this one, using that previous post as reference.

I do, however, have trouble with the extrude function. About 10-20% of the time it won’t let me switch to the regular move tool (it starts moving more than just the selected edges). I don’t think that’s related to the script though, because I had that problem even before I started using the script…:shrug:

I’m using 4.0.1, BTW


#144

Pearson - It works fine for me…I’ve been using it since that post way back in the day about using multiple actions for one hotkey. I’m using 4.5 and it works like a charm. shrug

I also modified it to work for split polygon, or loopsplit from MJ’s Poly tools by altering the filter expand and corresponding commands…easy, but for us MEL cripples its the best we can do lol.

if ( size(filterExpand -sm 12) > 0 )
{
SplitPolygonTool;
};
if ( size(filterExpand -sm 32) > 0 )
{
loopSplit;
};

…what I would like is a context sensitive marking menu itself…and not just the commands within it. Perhaps a new thread on the matter ehh…

-Modulok-


#145

Modulok, you are in luck! I have just such a thing. This will allow you to pop a different mm depending on what you have selected:

OK. Make the marking menus you want, say one for faces, one for edges, etc. For all of these menus, where it says “Use marking menu in:” leave it on “not set”.

The trick is to make another MM and set it to work in the hotkey editor. Don’t put any functions in it. Then, in the hotkey editor, underneath “user”, there will be “userMarkingMenus”. Edit the [yourmenuname]press and delete the 3rd line, which should say: source "menu[yourmenuname]";

This is where you put your check for what is selected:

code:--------------------------------------------------------------------------------
if ( size(filterExpand -sm X) > 0 )
source “menu_[facesmenuname]”;

else if ( size(filterExpand -sm Y) > 0 )
source “menu_[edgesmenuname]”;

Here you can set a MM to display if you have nothing (or anything other than “X” or “Y”) selected:

code:--------------------------------------------------------------------------------
else
source “menu_[defaultmenuname]”;

or you could have it do nothing:

code:--------------------------------------------------------------------------------
else
deleteUI tempMM;

Now just set [yourmenuname]_press to a hotkey, and let it hook up the release for you, and you’re all set!


#146

Pearson,i really liked your script. just some times this is what it would do.

I would select like a edge, then use the script from my marking menu and i have forgotten the error it woudl give me. but it would not extrude, so i had to use mayas edge extrude, its a great script dont get me wrong, but it just was buggy for me sometimes.


#147

How can I override the default right-click menu? I really dont need those options and would like to make things more like wings. Can this be done?


#148

Levitateme - I am not offended or anything, lol, but I don’t think you were using the one that I wrote. All it does is call maya’s default extrude edge command if you have an edge selected…:shrug:

Goon - I don’t think this can be done. I talked with a maya demo artist about that about 2 years ago. She said she had tried to change it too but couldn’t…I don’t know how much she knew, though.


#149

One thing to note about the context sensitive MMs I showed above:

Nothing will happen when you press the hotkey. You must press and hold the hotkey and then press the LMB in order to see the MM.


#150

Top secret trick:

If you right click on an .mb file in explorer, you can select “render” from the menu.

It fires up a batch render window without ever having to open Maya. (Using default render globals of course.)

–Mike R


#151

I just found this out last week. You know if you have to paint weights on a character, but you have to scroll throught that little window in the option box. Well you can right click on a joint and select it for painting. But it does not work for influence objects.

:wavey:


#152

I dont know if sebastian has released them yet.

Byrons poly tools.
http://www.visualboo.com/~byronimo/mainpage.htm


#153

This link may not work all the time:

Use this on instead :slight_smile:

Regards
Sebastian


#154

I found a tool that seems to work well for me and it is Mirror Skin Weights cuts down the painting time by a long shot and i have been able to make it work on multiple axes for weirs and alein creatures.


#155

Originally posted by Byron
Also watch the latest Sneak Preview:

:eek: :bowdown: :thumbsup: :drool: I’ve been soooo frustrated that so many of maya’s tools don’t work as I would expect (ie: in a way that would be helpful and not cause me a whole bunch of time fixing what it messed up!). This is soooooo cool!!!

I have to ask: at one point you pick an edge and then, magically, all the edges parrallel to it, in the same edge loop, became selected. How did you do that?


#156

MJpolyTOools ~_~
and nurbs duplicate surface curve all the time (when im using nurbs :D)

hopefully soon byrons! but im asd about it dosent deal with uvs
cause as i ddecide to alter my finished textured modelle with lets say smart split it will blow my uv map :confused:

also strg + rightclick and convert selection to: …
is realy kick ass workflow function :slight_smile:
just my 2 cents :wink:


#157

btw as someone mentioned the IEforMaya (internet explorer) is realy good idea
i tryed to load it via the plugin manager i get this error:
Error: No plug-ins loaded - "Das angegebene Modul

wurde nicht gefunden

which means in english the specified module wasnt found
any hint !?


#158

Wow a great resource here. Thanks all!


#159

Yeah, I have BPT… and it’s awesome!! Just had to say that, but I too am interested in a working IE viewport… can’t get the plugin to load. I need it for references, I mean it would be handy, rather than creating planes for reference images that is, I don’t need it. Sometimes I overemphasize… At any rate does anyone know why I can’t get the plugin to load?


#160

AniMo> that error means that the plugin is not for that version of Maya… I thinck there is a plugin for Maya that will do what you guys are looking for but that is only for Maya 4. Wich sucks:argh: