Just trying my hands on making little tools that could be useful in day to day work...
Here's a small script which reverses the result of the smooth operation in maya even after deleting the history...and also preserves your UV
I know Zbrush and Mudbox already have this tool but i wanted to make it available withing maya
I have tried it on various models and seems to be givinn correct results..except for one or two models..
I shall be working on the bugfixes soon...but as of now u r free to try this script on your models and let me know if you face any issues..
WARNING : It takes a while to calculate the mesh....may cause maya to freeze for a while...
Here is the script...
Here's a small script which reverses the result of the smooth operation in maya even after deleting the history...and also preserves your UV
I know Zbrush and Mudbox already have this tool but i wanted to make it available withing maya
I have tried it on various models and seems to be givinn correct results..except for one or two models..
I shall be working on the bugfixes soon...but as of now u r free to try this script on your models and let me know if you face any issues..
WARNING : It takes a while to calculate the mesh....may cause maya to freeze for a while...
Here is the script...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 | #---------Reconstruct Subdiv Script for Maya---------- #Script by - Kanishk Chouhan #Email - kanishk2391@gmail.com #Blog - www.pixel-architect.blogspot.com #Description - #This script allows u to reverse the result of smooth operation in maya after deleting the history #It also preserves the original UV of the mesh #Select the mesh u want to unsmooth and execute the script #Script might take some time to execute depending on the polycount... import maya.cmds as cmds import maya.mel as mel #Get the selected mesh selectedMesh=cmds.ls( selection=True )[0] #Get the vertex count i.e. vertex id of last vertex... vertexCount=cmds.polyEvaluate( v=True ) vertexId = selectedMesh+'.vtx['+str(vertexCount)+']' cmds.select(vertexId) #Convert selection to edges... x=cmds.polyListComponentConversion( fv=True,te=True ) cmds.select(x) #get the edges number... k=x[0].rfind(']') l=x[0].rfind('[') start = x[0][l+1:] edges = str(start[:-1]) colon = edges.split(':') #Select edge loops and rings... mel.eval('SelectEdgeLoopSp;') mel.eval('polySelectEdgesEveryN "edgeRing" 2;') mel.eval('SelectEdgeLoopSp;') mel.eval('SelectEdgeLoopSp;') mel.eval('SelectEdgeLoopSp;') mel.eval('polySelectEdgesEveryN "edgeRing" 2;') #Delete the selected edgeloops cmds.polyDelEdge( cv=True ) cmds.select(selectedMesh) |
U can download it from the link below....
1 comment:
any chance you could update this script?
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