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malcolm341
Canada
Registrace 9. 07. 2013
I’m a 3D artist specializing in environment art for games with over 18 years experience on Triple A console games. I'm currently self employed developing the Mel Script Mega Pack, a collection of scripts and tools for Autodesk Maya.
If you'd like to support this channel please purchase something from the online store in the link below
www.gumroad.com/malcolm341
If you'd like to support this channel please purchase something from the online store in the link below
www.gumroad.com/malcolm341
Easiest Way to Gridify UVs in Maya - Free Update 4
Buy the script here gumroad.com/malcolm341
Click here to subscribe czcams.com/users/malcolm341
Edge selection is no longer required, texel density can be set locally, fixed a couple bugs, and added some user preference settings you can customize. Now you can gridify UVs exactly how you want in Autodesk Maya.
Click here to subscribe czcams.com/users/malcolm341
Edge selection is no longer required, texel density can be set locally, fixed a couple bugs, and added some user preference settings you can customize. Now you can gridify UVs exactly how you want in Autodesk Maya.
zhlédnutí: 8 796
Video
Fix Material id Mismatch without Saving the Level in Unreal
zhlédnutí 2,7KPřed rokem
Click here to subscribe czcams.com/users/malcolm341 To support me go here gumroad.com/malcolm341 //Flip suffix script starts here global proc m341_flipSuffix() { string $materials[] = `ls -sl -fl`; string $name1 = $materials[0]; string $suffix1 = endString($materials[0], 2); string $trim1 = endString($name1, 2); string $trimName1 = basename($name1, $trim1); string $name2 = $materials[1]; string...
How to Fix the MTK Custom Shelf Height Bug in Maya
zhlédnutí 2,7KPřed 2 lety
Click here to subscribe czcams.com/users/malcolm341 To support me go here gumroad.com/malcolm341 Learn how to fix the MTK custom shelf partially resetting its height each time you restart Autodesk Maya. //Maximize the MTK shelf vertically to fix Maya bug where it shrinks on restart global proc m341_mtkFix() { string $pLayouts[] = `lsUI -l -type paneLayout`; string $pLayout = ""; for ($i in $pLa...
UDIM Packing Toolbox for Maya - Free Update 1
zhlédnutí 3,8KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 New features: -Select UV shells that overlap between tiles -Auto select shells that overflow into the next tile after packing -World space to next now works on XYZ axes -Move and spin buttons are more intuitive -Added stack UVs button -Added orient shells to horizontal/vertical buttons -Fixed a bug wh...
UDIM Packing Toolbox for Maya
zhlédnutí 10KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Pack UDIM tiles interactively without breaking texel density, or pack tiles automatically based on world space location. UDIM layout has never been this easy in Autodesk Maya. Intro 0:00 Interface Overview 0:12 Image Dimming Bug Fix 1:08 Tool Workflow and Overview 2:03 Orient Shells To Same Direction ...
Extrude Inward without Overlap in Maya
zhlédnutí 34KPřed 2 lety
Click here to subscribe czcams.com/users/malcolm341 To support me go here gumroad.com/malcolm341 Learn how to extrude edges inward without creating overlapping geometry in Autodesk Maya.
Select Every Other Edge Vert Face Toolbox for Maya - Free Update 1
zhlédnutí 10KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Select every other edge, vert, face, or define your own skip pattern. Selecting alternating loops and rings has never been easier in Autodesk Maya.
Change Default Material Toolbox for Maya
zhlédnutí 4,5KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Change the default material whenever you want with a single click, or save a custom material that you can load into any scene. Use your favorite material while you model in Autodesk Maya.
Reference Planes Toolbox for Maya - Free Update 1
zhlédnutí 2,4KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Create multiple reference planes in your scene, with the correct aspect ratio in a single click. Model more accurately and reduce setup time in Autodesk Maya.
Dynamic Measuring Toolbox for Maya
zhlédnutí 4,7KPřed 2 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Dynamically measure the distance between multiple verts and meshes without any of the hassle. Measuring things has never been easier in Autodesk Maya.
Extra HUD Toolbox for Maya
zhlédnutí 4,8KPřed 3 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Toggle new HUD elements for working units, up axis, selection counter, project location, time since last save, and time since last auto save in Autodesk Maya. Intro 0:00 Working Units 0:20 Up Axis 0:54 Selected Items 1:08 Project 1:59 Last Save 2:10 Last Auto Save 2:50 Outro 3:58
Increase Shelf Height Toolbox for Maya
zhlédnutí 3,3KPřed 3 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Increase and decrease shelf height dynamically while you work in Autodesk Maya.
Obj Import Export Toolbox for Maya
zhlédnutí 5KPřed 3 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Customize settings, then import or export multiple .obj files in one click in Autodesk Maya.
Marmoset Export Toolbox for Maya - Free Update 2
zhlédnutí 7KPřed 3 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Quickly prep and export your meshes correctly for use in Marmoset Toolbag. Normals, naming, material ids, and more each with one click in Autodesk Maya.
Select Half Your Mesh from Edge Loop in Maya
zhlédnutí 5KPřed 3 lety
Buy the script here gumroad.com/malcolm341 Click here to subscribe czcams.com/users/malcolm341 Convert any continuous edge loop selection to half of your mesh in face mode. Select half your mesh in half the time in Autodesk Maya.
How to Use the Hidden MTK Custom Shelf in Maya
zhlédnutí 7KPřed 3 lety
How to Use the Hidden MTK Custom Shelf in Maya
How to Use the Replace Objects Tool in Maya
zhlédnutí 17KPřed 3 lety
How to Use the Replace Objects Tool in Maya
Special Transform Tools for Maya - Free Update 1
zhlédnutí 3,4KPřed 3 lety
Special Transform Tools for Maya - Free Update 1
Mirror and Instance Toolbox - Free Update 2
zhlédnutí 2,2KPřed 3 lety
Mirror and Instance Toolbox - Free Update 2
Easiest Way to Gridify UVs in Maya - Free Update 3
zhlédnutí 7KPřed 3 lety
Easiest Way to Gridify UVs in Maya - Free Update 3
UV Mapping Toolbox for Maya - Free Update 5
zhlédnutí 6KPřed 3 lety
UV Mapping Toolbox for Maya - Free Update 5
Maya Tricks and Secrets - Part 15 - Duplicate with History, Offset Faces, Move without Manipulator
zhlédnutí 11KPřed 3 lety
Maya Tricks and Secrets - Part 15 - Duplicate with History, Offset Faces, Move without Manipulator
UV Mapping Toolbox for Maya - Free Update 4
zhlédnutí 7KPřed 3 lety
UV Mapping Toolbox for Maya - Free Update 4
How to Change the Default Material in Maya
zhlédnutí 14KPřed 3 lety
How to Change the Default Material in Maya
What should Mac users do?😢
@znxjauq For Mac I believe it goes here in this folder ~/Library/Preferences/Autodesk/maya/2024/prefs/icons/MayaStartupImage.png
I'm finally going to resurrect the old and nostalgic sanskrit-like Maya logo. Thanks, friend.
Sweet, you can put it in this folder and then you don't have to overwrite anything C:\Users\malco\Documents\maya\2024\prefs\icons Back when I worked at EA we always had a custom logo when Maya started.
I have done so many textures to different UV Sets in substance. I unable to apply that in marmoset. I want to apply textures in maya and bring to marmoset. So how to export model with textures from maya to marmoset .?
@GameDev-o2t As far as I know Marmoset doesn't support multiple UV sets on one mesh, each UV set needs to have one corresponding material in Maya applied. Marmoset doesn't support UDIM workflow last time I checked so if you have multiple textures applied in Maya each texture needs to have a separate material applied to those faces you want to see the texture on in Marmoset. In Maya you just export the low poly file as .fbx with multiple materials applied and it should import into Marmoset with multiple materials named how you named them in Maya. After that just plug your texture files into the Marmoset material slots.
@@malcolm341 Thank you. Got it.
i tried to add the attricutes sheet the same way you did at 8:00 but the line doesn't go blue and it just moves from side to side. is there any other way to do it? (a beginner asking:( )
@Kimnn23 Hi, yes should work I just gave it a try and was able to dock it to the right hand side. Make sure you right click the existing tab you're trying to dock to and choose tab direction right. Another thing to check for the attribute editor specifically is go into Windows> Settings/Preferences> Preferences> UI Elements> Editor in Main Window> uncheck attribute editor checkbox. Let me know how it goes.
Thank you! I use Quill which is a vertex-colour based art software but I've never been able to get them to render in Arnold until now.
Sweet, yeah it's not straight forward, but it works.
@@malcolm341 I have an animated mesh, I want to automatically color it based on speed, how do I do that? Please do you know? thanks
@@ACES-BRAZIL I'm not sure how to do that, I know you can use a set driven key to control a colour attribute on the shader and attach that to some part of your mesh movement so it changes colour as the mesh animates, but I'm not sure how to determine velocity of the mesh movement if that's how you want the colour to change.
@@malcolm341 Nobody knows this on the internet. If anyone knows, don't show it.
Great to see you read comments after 5 years. Thank you so much for this video! Brilliant information
Thanks, I try to read every comment and respond to any questions. I'm still actively developing the Mel Script Mega Pack, but I haven't done CZcams in a while. I'm hoping to make some new videos one day, but right now I can't seem to find the time.
@@malcolm341 scripts is some high level thing for me :D I try to make my way in 3D, just 4,5 years in, but the only problem that I don't have motivation and willpower, so I can't ask for good money because I can't be responsible if I can't trust myself) Sad :D One day I want to try to grow my social media like you do with youtube <3
@@malcolm341 man that's actually really funny. Now with new knowledge I noticed that Minecraft doesn't have mipmaps in vanilla and now I can't unsee it :D You created a professional deformation for me :D I found a setting to change it with a mod, but this is mindblowing how top 1 game in the world by sales doesn't work like every single game out there :D It just build different 8-)
@@sergeyandreev2599 I've never tried Minecraft, but maybe the creators didn't like the look of how mips would blur the textures, but I think even for stylized games they're valuable if the game can run them at 8x or 16x anisotropic texture filtering.
well.. here I am after 5 years of beeing a 3D artist and finally finding out what texture padding is I always did this in some way (space between UVs) but I never knew why actually thanks a lot for this
Thanks for watching the video, I'm glad you found it useful.
A great addition would be to auto sew as much as possible so there are fewer UV Shells. Also when it does the layout you can allow non unform scaling to reduce even more empty space. Stretching isnt a big concern for lightmaps but empty space is the real enemy.
@RikiB Try the Create LM UV's by Angle 30 button for fewest seams, it will try to only cut UV shells on normal angles greater than 30. I'll add a checkbox for non-uniform UV layout.
Nice.
Hello, may I ask, is there a way to make it run automatically every time the file is turned on? without having to press the shelf again
What I mean is that re-clicking the shelf button and clicking select is not very optimal. "toggle Last Auto Save Checkbox to Start Timer"
@@CuongPham-wz6xt Unfortunately for whatever reason automatically loading the timer when Maya starts causes Maya to freeze and never load. I haven't figured out how to make this work as of yet other than disabling it and having the user turn it back on after Maya loads. I've asked for help on the Autodesk forum so maybe we'll get lucky.
@@CuongPham-wz6xt Hi, so someone from the Autodesk forum knew the trick to keep it from crashing. What's your e-mail address so I can send you a new version to test, or if you want send me an e-mail here and I'll reply with a new version to try malcolm341@gmail.com
@@malcolm341 Oh, and a suggestion. Can you add a HUD for displaying "Enable Scene Time Warp" in Scene time warp? Having to turn on the Scene Time Warp tab to check the clickbox is really annoying.
u can even go simpler and faster with wedge tool , u don't need to create cylinder all u need to do is select an edge (any poly edge) that exist vertically under the selected face and then wedge (u can snap cube there and select its edge), after that u can simply controll the curveture by selecting wedge node and changing centerY attribute in the channel box ,i saw ur 2 parts videos to explain why when selecting 2 edges of the cylinder gives u the expected result is that when selecting 2 edges maya use the middle between the 2 of them which in ur case directly under the face , the selected edge in wedge tool is a rotation axis for the extrude faces ,imgine selecting the face and changing pivot to the edge then rotate the face from there,that's how wedge tool work but with extruding new faces
Nice, your method is even faster. You could even just add a temp edge to your first mesh and not even need a second mesh to select the edge on. Great trick, thanks for sharing.
Hello, can I ask, will this tool be updated to 2025?
@CuongPham-uq7mt Should already work in 2025 by default, let me know if you find any bugs.
Is it compatible for cracked versions?
Anyway to paste separators in the hidden Shelf?
@deskabogatov456 The easiest way to do it would be to make an icon of a separator and drag that down to a button that does nothing so you can add and move the separators around as much as you want.
@@malcolm341 thank you!
10 minutes to show how to show Geometry Borders Edges in Maya?
Holy shiet, it works. Thank you! First i missed this step at 5:47
Sweet, glad it's working for you now.
Thanks a lot. it's very helpful.
Glad you found this useful, thanks for watching.
I used this to organize UVs for multiple vehicles to get the UV space needed for the up-close detail the director wanted. It ended up being over 50 tiles for each vehicle, and it was a breeze with this tool. Everything was done in Unreal, so there was no cheating with the UVs allowed lol. I'm sure I'll continue to use it for a long time! Thank you!
Oh wow, that's great. Thanks for letting me know you found this tool useful in your workflow.
Hi malcolm , i know that this video from '21 but i didn't saw any *updates* if this will support maya 2024
@Inferno535 Yes works in 2024 and any new version of Maya that comes out after, it's written in Mel so it's forward compatible unlike Python scripts which need to be updated with each new release of Maya. One thing to note though is it doesn't work with the use default material view port mode, there doesn't appear to be a way to override that which is annoying.
In Maya assign textur's material to viewport selection is not showing that material
@balaakond3045 Make sure you have pressed 6 on the keyboard to show textures and also make sure you don't have use default material turned on.
@@malcolm341thank you so much brother
Freelance/academic 1 seat means??. Can I reinstall the product on my 2nd pc. And uninstall from my 1st pc ??
@vishusvinn21 Sure, for home use you can use it on both your machines at the same time. The 1 seat requirement just means you're not supposed to share the scripts with anyone else other than yourself.
Ohk sir thank u
thanks a lot, very helpful
I'm glad you enjoyed the video, thanks for letting me know.
hi, the tool I purchased from you is great. I have a new requirement recently and just got a good idea about pivot. Can you add another function? When I select a point of multiple objects at the same time, I hope to place the axis of each object on the point of the model I select. I want each to be placed on the vertices selected for the corresponding model
@user-fr3io9im5g Thanks for purchasing my script, I could only make it work if you selected a single vertex on each of the meshes. Is that okay?
@@malcolm341 Your tool is great, and this problem occurs in multiple identical models. If you want to reset them all to their own vertices, it is convenient to scale them simultaneously based on their own vertices. The default Maya tool can reset to the center of the model, but cannot reset the axis to its own vertices. This tool does have an effect when selecting multiple vertices for a single model, but not for multiple models. I would like to know if you have a method to batch select multiple models and choose your own model vertices as the coordinate axis.
@@user-fr3io9im5g It's possible only with a single vertex selected on each model, so if you have 3 meshes you need to select 3 verts, one on each mesh and then the script would move the pivot to each vert otherwise it won't work. Is that something you want?
@@malcolm341 Yes, for example, if I have three triangle models, I need to place the coordinate axis in a sharp position. The manual operation is to select a raised vertex and then click the tool. I want to perform a batch operation: I select three models, each with a vertex selected, and then place the axis on its own model vertex separately
@@user-fr3io9im5g Yes I think I can make that work, send me your e-mail address and I'll send you a version of the script to test.
Hey, awesome tools. Bought the big pack and there's almost too much there haha. I'm having a bit of an issue with UV grouping - in my use case I have a bunch of similar but slightly different models that I'd like to stack and keep stacked when doing layouts (they have very similar bounding boxes in UV space so it shouldn't really be a problem), but it seems that them being separate objects is a problem for the grouping mechanism. Identical shells in different objects stack alright when selected together, but grouping doesn't seem to work. Any idea if this is on my end or the tool's?
@anatolyFct Thanks for buying my tools. If you're overwhelmed by the amount of icons click the help button on the far left of the shelf and follow the link to the Quick Start Guide to get an overview of what each tool does. About shell grouping, what you're trying to do should work. I just tested it by creating 6 spheres as separate objects and then did a UV layout to get them all in 0-1, from there I added 4 of the shells into group1 and did a layout again and the 4 shells stacked while the other didn't. Give that a try and see if it works, otherwise you can e-mail me at malcolm341@gmail.com and we can try to figure out why it's not working for you. Send me a screenshot and the meshes you're trying to UV group and I can take a look.
@@malcolm341 Thanks! I thinkI got it, it was the stack checkbox. I didn't realize that manual stacking via groups wasn't compatible with auto stacking. Is that by design? It feels like it's doing the auto stack pass after the manual group stack pass.
@@anatolyFct Yes sorry the auto stack feature is incompatible with the UV shell grouping tool. A trick you can do if you have a lot of shells is turn auto stack on and layout, then select the stacked shells and add them to a group and turn auto stack off and layout again so the UV shell grouping works.
@@malcolm341 That's what I ended up doing! I ended up going over the 50 allowed groups with the model I was working on (vehicle with custom parts UVs stacked, so all the hoods stacked together, all the same side fenders etc) and from that experience I have a few suggestions, if you're open to those: - If possible, allow arbitrary addition of groups instead of slot based approach - Make it obvious if and how the groups are saved (from what I gather they're not stored anywhere but RAM and possibly maya config?), would be nice per file but I'm not sure if that's even possible or practical. I was apprehensive from the start that Maya would crash and I'd lose grouping progress so I made it easy for myself to recover them by spreading things apart in the UV editor before I did the final layout, but it would be nice to know explicitly that they're not really saved. Making 50 groups took a while 😅. I have no idea about what MEL allows and whether it has filesystem access, but maybe at least output a string into a field where we can copy-paste, listing all the groups that can be parsed to load the groups so that we can save manually? Just spitballing here. - Maybe add a hint displaying whether the group is empty or not. Maybe color code empty ones grey and do the color cycling thing you're doing now after they're populated? Keeping track of a high number of groups results in a lot of sel 33 > undo > sel 34 > undo etc. Overall your tools are a massive speed up to my workflow and you've inspired me to write a bunch of my own utility scripts for Unity to speed up some menial material and selection related tasks as well. Thanks again!
@@anatolyFct Yes, unfortunately right now the groups are stored in ram, I had not foreseen people wanting to use grouping over multiple Maya sessions. Great suggestions, I'm not sure how to do most of what you want, but I think some of it is possible. The grouping tool itself is a really tricky hard coded hack I came up with so editing the code is unpleasant and error prone. I will definitely give your feature requests some thought, but I can't promise I can get any of these done. Could you send me an e-mail to malcolm341@gmail.com with your feature requests so I can look into these when I have some time.
I came on CZcams now to specially and publicly Thank You Malcolm. You have been a huge problem solver and huge part of my 3D Modelling journey. I have been working on a huge modelling project and stopped for a minute to think about how difficult and time-wasting modelling had been before I came across your tools and tutorials. Thank you Very much Sir
What a great review. Thank you for taking the time to let me know you found these videos useful.
how to get a custom shlef like you have at the bottomß
@combojerman28 Drag the dotted line down to reveal the shelf, video here czcams.com/video/zzY5gzVPe1A/video.html
@@malcolm341 AMAZING! THANK YOU!
Hey @malcolm341 !When you say it doesn't work on triangles, do you mean it doesn't work at all? or will it try and figure it out a bit?
@IamThatGuy_ It will sew the edges together creating a garbled mess in almost all cases if you use it on any triangulated mesh unfortunately.
I found that the padding settings in Uv layout does not always work, are there any other methods to adjust the padding?
I think that's the only way to do it. What part isn't working for you?
@@malcolm341 you know there is a function called distribute in rizom , i want to do the same in Maya, well maya will layout shells according to the p value we provide, but the result sometimes won't be precise like 8.0pixels or something like that, maya layout tool sometimes will ignore those shells close to the padding value like 7.5, the padding will not be set to 8, I have searched, but did not find any useful answers, and so, i need to use the maya rizom bridge to switch in between.
@@StrongmanLi-pz7sl I think Maya's layout UVs will always be a little bit inaccurate, like it might land between 2 pixels or something, probably the higher padding you give it the more accurate it becomes.
@@malcolm341 thank you, Maya probably works like that.
multum in parvo "much in little"
Hiya, I have a question regarding compatibility of yours scripts. I'm planning to buy the mega pack from gumroad but I don't know if they would work with Maya 2023 / Maya 2024?
@zurovskyvision Hi, they work in all versions of Maya from 2017 onward. I've written them in Mel so they're forward compatible with new versions of Maya because Mel rarely gets updated by Autodesk, but Python seems to get updated with every release of Maya so Python scripts are often not compatible with new versions of Maya. They should already work in 2025 actually, but if something breaks I usually fix any bugs within a couple of days of getting a bug report from a customer.
@@malcolm341 Alright, thank you for your answer! Already bought it! Also, I've noticed that you mentioned that on Gumroad but for some reason, I missed that.
In 3dsmax, select Borders, drag all the object, and DONE, open borders displayed, Pooor Maya My GOD
But I'm using Maya, not 3dsMax?
This one just saved my day again Malcolm!!! 🙏Thank you:) Appreciate you!
Sweet, glad you found this tool useful.
Super helpful! Thank you!
Thanks for commenting and letting me know.
👏
4:00 is the kind of premium content I come here for
Thanks, a better faster workflow we discovered here. czcams.com/video/bi2QCL861KM/video.html
Thanks
Thanks for leaving a comment.
Thanks!
Thanks for commenting and letting me know you liked the video.
@@malcolm341 Super helpful honestly, thanks again👍
感谢分享。
You're welcome, thanks for leaving a comment and letting me know you found the video useful.
感谢,非常实用的教程,不过我想 Extrude 操作,可以改 Combine 和 Separate 操作,会更加的方便。
Thank you for the video😍. I got to know so many things.
Thanks for letting me know you found this video useful.
Hey Malcom, This doesn't seem to be working for me. have a cylinder and want to select every other of the outside edge and it select random faces. I'm currently playing with cap segments to see where it fails.
@markplayford1 Can you send me the mesh you're working with so I can test it on my end to malcolm341@gmail.com with a screenshot of what your starting selection is and what button you're pressing in the tool. Also please confirm you are using v1.5 of the tool by launching the toolbox and dragging the toolbox to be wider so you can see the version number. It should read skipSelector v1.5
@@malcolm341 Thanks for the reply. It's defo version 1.5 and all I am doing in Maya 2024 is creating a cylinder and selecting 2 of the edges around the side of it.
@@markplayford1Yes just tested and is working on my end, send me the mesh and some instructions on what you're doing to make it fail to malcolm341@gmail.com
That is a really funny workflow that I might try to include. 11 years in maya and I don't think I've ever used the wedge tool.
@UtterUnit check out part 2 for a better wedge workflow with way less clicks czcams.com/video/bi2QCL861KM/video.html
4:40 Thank you for the solution! I never would have thought to do it this way <3
Thanks, it has it's limitations, but it can be useful in some situations.
Just a question, what happen if the model has some triangles? Is posible to straight uvs?
@phoenixcorp2 No sorry, the tool doesn't work on triangles. You'll need to deselect those faces it will only work on quads.
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