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	<title>Cybergrub via OmniZed » OZ Tools</title>
	
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	<description>A Technical Artist Blog for the CG cultured &amp; curious</description>
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		<title>TurnEdge – MEL script for Maya</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/e8lKEzOpZgs/turnedge-mel-script-for-maya</link>
		<comments>http://www.omnized.com/cybergrub2/2011/06/turnedge-mel-script-for-maya#comments</comments>
		<pubDate>Mon, 20 Jun 2011 15:39:10 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[MEL Scripts]]></category>
		<category><![CDATA[Characters]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[MEL]]></category>
		<category><![CDATA[OZ Tools]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[Skinning]]></category>
		<category><![CDATA[Vertex Weighting]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=1042</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2011/06/turnedge-mel-script-for-maya">TurnEdge &#8211; MEL script for Maya</a></p><p><p align="center"><img class="size-medium wp-image-1046 imgBorder" title="ozTurnEdge_quickDemo" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2011/05/ozTurnEdge_anim02.gif" alt="quickDemo of TurnEdge" width="300px" height="225px" /></p></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2011/06/turnedge-mel-script-for-maya">TurnEdge &#8211; MEL script for Maya</a></p><p><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2011/05/ozTurnEdge_anim02.gif" rel="shadowbox[sbpost-1042];player=img;"><img class="alignright size-medium wp-image-1046 imgBorder" title="ozTurnEdge_quickDemo" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2011/05/ozTurnEdge_anim02.gif" alt="quickDemo of TurnEdge" width="300px" height="225px" /></a></p>
<p>Similar to 3ds Max&#8217;s Turn Edge, except this tool is based on a quad/poly face selection. Select a face, then Turn Edge. The TriangleEdge of the selected Quad/Polygon is turned.</p>
<p>TogglePolygonFaceTriangles command is included in the UI for the user to easily view the angles of each Triangle Edge before editing.</p>
<p>It&#8217;s nothing fancy or complex, although it is ideal for quickly tweaking undesirable polygonal bending of correctly skinned/wieghted low-poly skeletal meshes. (i.e. incorrect poly bending, clipping or intersections)</p>
<p>Especially when characters have various garments, add-ons or other accessories where character culling (for game assets) can&#8217;t be used and precise weighting is needed.</p>
<p>Non-invasive modification of skeletal mesh. Skin Weights are preserved. And the procedure&#8217;s history is removed upon completion.</p>
<p>Unfortunately we cannot delete the newly created edge without maya reverting the original direction of that edge&#8230;sorry <img src='http://www.omnized.com/cybergrub2/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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<td><img class="alignleft" style="vertical-align: top;" title="download" src="http://www.omnized.com/Images/icons/save48.png" alt="dowload" width="34" height="34" /></p>
<h2><span style="font-size: small;"><span style="font-family: verdana, geneva;"><strong><span style="color: #c0c0c0;">DOWNLOAD</span></strong></span></span></h2>
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<p style="padding-left: 40px;"><a title="Click to download ozTurnEdge.mel" href="https://docs.google.com/leaf?id=0B4mn8dmIij9yZGEzNGRmNTktNTA0Yi00Yjg3LTlkYjAtNTU2NDU4MzIwMWM4&amp;sort=name&amp;layout=list&amp;num=50" target="_blank"><img style="vertical-align: middle;" src="http://www.omnized.com/Images/icons/mel/mel3_32.png" alt="ozTurnEdge.mel" width="32" height="32" /><strong>ozTurnEdge.mel</strong></a></p>
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<td style="padding: 3px;">Installation:<br />
* Copy the ozTurnEdge.mel file to your Documents and Settings\[user name]\My Documents\maya\[version]\scripts\ folder.<br />
* Restart / Run Maya or enter rehash; in the command line if Maya is already running.<br />
* ozTurnEdge; will source the script and open the tool&#8217;s UI.</td>
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<img src="http://feeds.feedburner.com/~r/Cybergrub_oz-tools/~4/e8lKEzOpZgs" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>ozCollisionCreator v2.1</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/Wcz6hqlGJLQ/ozcollisioncreator-v2-1</link>
		<comments>http://www.omnized.com/cybergrub2/2010/10/ozcollisioncreator-v2-1#comments</comments>
		<pubDate>Thu, 21 Oct 2010 07:31:46 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[Maxscript]]></category>
		<category><![CDATA[3DsMax]]></category>
		<category><![CDATA[collision]]></category>
		<category><![CDATA[DirectX Shader]]></category>
		<category><![CDATA[DOWNLOAD]]></category>
		<category><![CDATA[GameDev]]></category>
		<category><![CDATA[MXS]]></category>
		<category><![CDATA[OZ Tools]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=808</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/10/ozcollisioncreator-v2-1">ozCollisionCreator v2.1</a></p><p><a href="http://www.omnized.com/cybergrub2/2010/10/ozcollisioncreator-v2-1"><img src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/10/ozColCreator_v21.jpg"></a></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/10/ozcollisioncreator-v2-1">ozCollisionCreator v2.1</a></p><p><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/10/ozColCreator_v21.jpg" rel="shadowbox[sbpost-808];player=img;"><img class="alignleft size-full wp-image-817" title="ozColCreator_v21" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/10/ozColCreator_v21.jpg" alt="screenshot" width="216" height="544" /></a>.<br />
After receiving feedback showing an interest in this script, I decided it was about time for me to clean it up and get it out here for public release.</p>
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<td>The functions are still the same, with a slight change to the interface, and 1 main addition.&nbsp;</p>
<p><br class="spacer_" /></p>
<p><br class="spacer_" /></p>
<p>Basic functions / actions of this script:</p>
<ol>
<li>Creates collision box</li>
<li>Renames the collision box (to 1 of the 4 collision types)</li>
<li>Assigns a collision shader</li>
<li>Assigns Game Engine properties if applicable<br />
(NOTE: this has been commented out in the script, and depends on what game engine you are using.)</li>
</ol>
<p>In the top section,<br />
<span style="text-decoration: underline;">Option 1 &#8220;Create Collision&#8221;</span>:</p>
<p><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_01.jpg" rel="shadowbox[sbpost-808];player=img;"><img class="alignleft imgBorder" title="Create Collision (option1)" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_01-150x150.jpg" alt="" width="90" height="90" /></a> creates 1 collision based on ALL objects selected in the scene.</td>
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<td><span style="text-decoration: underline;"><span style="text-decoration: underline;">Option 2 &#8220;Create Multi-Collision&#8221;</span>:<br />
</span><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_02.jpg" rel="shadowbox[sbpost-808];player=img;"><img class="alignleft imgBorder" title="Option2 (Create Multi-Collision)" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_02-150x150.jpg" alt="" width="90" height="90" /></a>&nbsp;</p>
<p>creates a collision box for EVERY object selected in the scene. (i.e. 5 objects selected = 5 collision boxes) To make management of assets easier, each collision box is parented / linked to their respective object.</td>
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<td><span style="text-decoration: underline;">The 2nd section &#8220;Selected Object is Collision&#8221;</span>:<br />
This section is used if you already have a collision object created and you want to assign collision properties to the selected mesh.</td>
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<p><span style="text-decoration: underline;">3rd section &#8220;Add Modifier to Collision&#8221;:<br />
</span>This adds 1 of 2 modifiers, if further editing and modeling of the collision box is needed or desired for a more accurate fit to the game asset.</p>
<p><span style="text-decoration: underline;">4th section &#8220;Toggle Collision Display&#8221;:<br />
</span>Toggles the collision boxes within the max scene. I found this helpful, because after I have a collision box created, I don&#8217;t care to see it. Just boxmode, freeze it and forget about it.</p>
<p>And finally, the new stuff; <img style="vertical-align: bottom;" title="Yay!" src="http://www.omnized.com/Images/emoticons/Yolks/grin.png" alt="" width="32" height="32.5" /><br />
<span style="text-decoration: underline;">5th section &#8220;Collision Shader Options&#8221;:<br />
</span>Here the user has the option to choose their DirectX shader to use (or not use) for creating the collisions. By default, the OZ collision shader is used, and comes packaged in the script. If your pipeline uses another shader for collisions (assuming it does), no problem. Select the last radio button and &#8220;Browse for new (.fx) shader&#8221;. The script will remember the shader you browsed for and that option will be used next time the script is run. So that means you don&#8217;t have to keep the script window open and you won&#8217;t have to browse for it every time you reopen max.</p>
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<td><img class="alignleft" style="vertical-align: top;" title="download" src="http://www.omnized.com/Images/icons/save48.png" alt="dowload" width="34" height="34" />&nbsp;</p>
<h2><span style="font-size: small;"><span style="font-family: verdana, geneva;"><strong><span style="color: #c0c0c0;">DOWNLOAD</span></strong></span></span></h2>
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<p style="padding-left: 40px;"><a title="Right-Click to download and save ozCollisionCreator.mzp" href="https://docs.google.com/leaf?id=0B4mn8dmIij9yMjc0MWI1ZDctMzQwMi00OTBhLWE3ZDItMDRlNTBhNDJjZWNm&amp;hl=en"><img style="vertical-align: middle;" src="http://www.omnized.com/Images/icons/mxs/maxscript32.png" alt="ozCollisionCreator.mzp" width="32" height="32" /><strong>ozCollisionCreator.mzp</strong></a> (version 2.1)</p>
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<td style="padding: 10px;"><span style="text-decoration: underline;">Installation</span>:<br />
Installation is easy; after downloading the ozCollisionCreator.mzp from link provided below, (with 3DsMax running) just drag and drop the .MZP file onto your viewport.</td>
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<img src="http://feeds.feedburner.com/~r/Cybergrub_oz-tools/~4/Wcz6hqlGJLQ" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Shortening the bridge</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/MkO04ZvVzLA/shortening-the-bridge</link>
		<comments>http://www.omnized.com/cybergrub2/2010/04/shortening-the-bridge#comments</comments>
		<pubDate>Mon, 19 Apr 2010 18:58:07 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[Maxscript]]></category>
		<category><![CDATA[OZ Tools]]></category>
		<category><![CDATA[Pipeline]]></category>
		<category><![CDATA[art asset]]></category>
		<category><![CDATA[compiler]]></category>
		<category><![CDATA[Debris]]></category>
		<category><![CDATA[End of Nations]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[game engine]]></category>
		<category><![CDATA[MMORTS]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[Setup]]></category>
		<category><![CDATA[tool]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=185</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/04/shortening-the-bridge">Shortening the bridge</a></p><p><img class="size-thumbnail wp-image-196" title="ozInjector_prop03" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop03-150x150.jpg" alt="Step3: Set &#38; Inject" width="150" height="150" /></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/04/shortening-the-bridge">Shortening the bridge</a></p><p>One of the challenges we were facing during production of MMORTS (aka &#8220;<a title="End of Nations - Game's Website" href="http://www.endofnations.com/en/" target="_blank">End of Nations</a>&#8220;, official <a title="read the article at Gamasutra" href="http://www.gamasutra.com/view/news/28231/Trion_Announces_MMORTS_End_Of_Nations_Renames_Heroes_Of_Telara.php" target="_blank">press coverage</a> &amp; <a title="Gameplay &amp; Interviews at GameTrailers.com" href="http://www.gametrailers.com/game/end-of-nations/13095" target="_blank">media</a> released) was eliminating the amount of time and complexity it was taking just to get an art asset implemented and placeable in the game. It&#8217;s crucial for an artist to be able to see what their work looks like after its translated from their content creation package to the game engine. (Each calculate the appearance of assets differently, due to a number of variables; lighting, normals, shaders, etc.) The art team, in addition to the outsourced art coming in, were pumping out assets faster than the pipeline&#8217;s current state would allow us to get them into the game. We only had 2 technical artists at the time (still somewhat of new role to the company) and our responsibilities were heavy and time consuming in itself. Some of the typical tech art duties included;</p>
<ul>
<li>Mesh Segmenting (for shaders, colorization, bone count, etc)</li>
<li>Rigging</li>
<li>Skinning</li>
<li>Lighting, Day/Night States and fx Setup</li>
<li>Modeling Damaged States</li>
<li>Modeling and Rigging Debris (gibs) pieces and setup</li>
<li>and often animation</li>
</ul>
<p>After these tasks were met and polished, we could final export and make the necessary code entries to have them function properly and playable in game. This included everything from props, structures, units, and special assets for Design that were mission-specific. Some of these assets needed little or no tech art passes on them, they simply needed the engine to recognize them for what they were. After some help from our friends in Design (especially Rich, in particular), I began automating the component entries and game properties of an asset for the various art types. This tool allowed the entire process to run parallel with an export from within the artists&#8217; content creation package, and resulted  in every artists&#8217; ability to easily and quickly view/test their work in game.</p>
<p>Below I have included images docs and an explanation of the compiler / injector&#8230;</p>

<a href='http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop01.jpg' rel='shadowbox[sbalbum-185];player=img;' title='ozInjector_prop01'><img width="100" height="100" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop01-100x100.jpg" class="attachment-thumbnail" alt="Step1: Export" title="ozInjector_prop01" /></a>
<a href='http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop04.jpg' rel='shadowbox[sbalbum-185];player=img;' title='ozInjector_prop04'><img width="100" height="100" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop04-100x100.jpg" class="attachment-thumbnail" alt="Your asset&#039;s looking good in the viewer. Now let&#039;s see it in game." title="ozInjector_prop04" /></a>
<a href='http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop02.jpg' rel='shadowbox[sbalbum-185];player=img;' title='ozInjector_prop02'><img width="100" height="100" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop02-100x100.jpg" class="attachment-thumbnail" alt="Compiler UI" title="ozInjector_prop02" /></a>
<a href='http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop03.jpg' rel='shadowbox[sbalbum-185];player=img;' title='ozInjector_prop03'><img width="100" height="100" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/04/ozInjector_prop03-100x100.jpg" class="attachment-thumbnail" alt="Step3: Set &amp; Inject" title="ozInjector_prop03" /></a>

<img src="http://feeds.feedburner.com/~r/Cybergrub_oz-tools/~4/MkO04ZvVzLA" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Toggle DirectX (MaxScript)</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/jwxIXgDXktY/toggle-directx-maxscript</link>
		<comments>http://www.omnized.com/cybergrub2/2010/03/toggle-directx-maxscript#comments</comments>
		<pubDate>Fri, 26 Mar 2010 09:32:41 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[Maxscript]]></category>
		<category><![CDATA[DirectX Shader]]></category>
		<category><![CDATA[MXS]]></category>
		<category><![CDATA[OZ Tools]]></category>
		<category><![CDATA[Shaders]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=81</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/toggle-directx-maxscript">Toggle DirectX (MaxScript)</a></p><p><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/minotaur_DXStoStd.jpg" alt="" /></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/toggle-directx-maxscript">Toggle DirectX (MaxScript)</a></p><p>OZ DirectX Toggle macroscript for 3Ds Max released&#8230;</p>
<p><img style="vertical-align: middle;" title="maxscript" src="http://www.omnized.com/Images/icons/mxs/maxscript32.png" alt="" width="32" height="32" /><a title="OZ DirectX Toggle script" href="https://docs.google.com/leaf?id=0B4mn8dmIij9yMzUyYWY4MGItZjgyMy00ZjdiLWIyMjYtYzM2YWY4OGQ2NTRl&amp;hl=en">oz_DXStgl.mcr</a></p>
<blockquote><p><span style="text-decoration: underline;"> Discription</span>:<br />
Creates a standard software shader using the base texture from the assigned DirectX shader and sets Max&#8217;s viewport to display the assigned DirectX shader as software render, and toggles between the two shader display styles.</p></blockquote>
<p style="text-align: center;"><a href="http://www.omnized.com/cybergrub2/2009/04/howto-setup-a-directx-shader-to-display-as-a-standard-3dsmax-shader-in-maxs-viewport/"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/minotaur_DXStoStd.jpg" alt="" /></a></p>
<p>For a detailed explanation of what goes on behind the scenes of this script, view the following tutorial post <a title="Permanent Link to HowTo Setup a DirectX Shader to display as a Standard 3DsMax Shader in Max’s Viewport" rel="bookmark" href="http://www.omnized.com/cybergrub2/2009/04/howto-setup-a-directx-shader-to-display-as-a-standard-3dsmax-shader-in-maxs-viewport/">HowTo Setup a DirectX Shader to display as a Standard 3DsMax Shader in Max’s Viewport</a>.</p>
<p>This script automates that process and toggles between each viewport rendering style of the selected object.</p>
<img src="http://feeds.feedburner.com/~r/Cybergrub_oz-tools/~4/jwxIXgDXktY" height="1" width="1"/>]]></content:encoded>
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		<item>
		<title>Collision Creator</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/DLNCK7keZpA/collision-creator</link>
		<comments>http://www.omnized.com/cybergrub2/2010/03/collision-creator#comments</comments>
		<pubDate>Mon, 22 Mar 2010 13:32:03 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[3dsMax]]></category>
		<category><![CDATA[Maxscript]]></category>
		<category><![CDATA[3Dmodeling]]></category>
		<category><![CDATA[collision]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=72</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/collision-creator">Collision Creator</a></p><p><img src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_02-300x179.jpg" alt="CollisionCreator" title="Click here to view the post"/></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/collision-creator">Collision Creator</a></p><p class="round" style="width: 85%; margin: 0 30px 30px 30px; text-align: center;"><img class="alignnone size-full wp-image-1138" style="vertical-align: middle;" title="critical_64" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/critical_64.png" alt="" width="24" height="24" /> <span style="text-decoration: underline;"><strong>UPDATE AVAILABLE</strong></span><strong>:</strong> Download the latest version here » <a title="ozCollisionCreator v2.1" href="http://www.omnized.com/cybergrub2/2010/10/ozcollisioncreator-v2-1">OZ Collision Creator v2.1</a></p>
<table class="confluenceTable">
<tbody>
<tr>
<th class="confluenceTh" style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: transparent; text-align: right; background-position: initial initial; background-repeat: initial initial;"><span class="image-wrap"><img style="border: 0px initial initial;" src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/CollisionCreator_files/B1.jpg" alt="" border="0" /></span></th>
<th class="confluenceTh" style="background-image: initial; background-attachment: initial; background-origin: initial; background-clip: initial; background-color: transparent; text-align: left; padding-left: 30px; background-position: initial initial; background-repeat: initial initial;"><ins>OZ COLLISION CREATOR</ins></th>
</tr>
<tr>
<td class="confluenceTd" style="text-align: right;">quick tip &#8211;&gt;</td>
<td class="confluenceTd" style="border-left-width: 1px; border-left-style: solid; border-left-color: #555555; padding-left: 30px;">◊ <strong>CONTROL</strong> clicking the Collision Creator icon within the OZ Toolbox will toggle boxmode display of all collision boxes in your scene.<br />
◊ <strong>ALT</strong> clicking will toggle frozen mode of all collision boxes in your scene.</td>
</tr>
<tr>
<td class="confluenceTd"><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_00b.jpg" rel="shadowbox[sbpost-72];player=img;"><img class="alignnone size-medium wp-image-178" title="collision_00b" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_00b-300x168.jpg" alt="" width="300" height="179" /></a></td>
<td class="confluenceTd" style="border-left-width: 1px; border-left-style: solid; border-left-color: #555555; padding-left: 30px;">In the example, there are 2 separate trash dumpsters.<br />
Select Collision Type from the radio buttons at the top of the UI.<br />
• Standard = &#8220;Collision&#8221;<br />
• Passable = &#8220;Collision_Passable&#8221;<br />
• Impassable = &#8220;Collision_Impassable&#8221;<br />
• Crusher = &#8220;Crusher&#8221;<br />
From there you have 2 options;</td>
</tr>
<tr>
<td class="confluenceTd"><span class="image-wrap"><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_01.jpg" rel="shadowbox[sbpost-72];player=img;"><img class="alignnone size-medium wp-image-180" title="collision_01" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_01-300x182.jpg" alt="" width="300" height="182" /></a></span></td>
<td class="confluenceTd" style="border-left-width: 1px; border-left-style: solid; border-left-color: #555555; padding-left: 30px;">Option 1: <br class="atl-forced-newline" /> &#8220;CREATE COLLISION&#8221;<br />
This option creates 1 collision based on ALL objects selected in the scene.</td>
</tr>
<tr>
<td class="confluenceTd"><a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_02.jpg" rel="shadowbox[sbpost-72];player=img;"><img class="alignnone size-medium wp-image-181" title="collision_02" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/collision_02-300x179.jpg" alt="" width="300" height="179" /></a></td>
<td class="confluenceTd" style="border-left-width: 1px; border-left-style: solid; border-left-color: #555555; padding-left: 30px;">Option 2:<br />
&#8220;CREATE MULTI-COLLISION&#8221;<br />
This option creates a collision box for EVERY object selected in the scene.<br />
(i.e. 5 selections = 5 collision boxes)<br />
To make management of assets easier, each collision box is parented / linked to their respective object.</td>
</tr>
<tr>
<td class="confluenceTd"><em>2nd half of UI</em> Selected Object is Collision:</td>
<td class="confluenceTd" style="border-left-width: 1px; border-left-style: solid; border-left-color: #555555; padding-left: 30px;">Under the <strong>&#8220;Set Collision Type as:&#8221;</strong><br />
section, use 1 of the 4 buttons to apply all the neccesary settings to<br />
a pre-created collision box, including Alamo and shader settings.</td>
</tr>
</tbody>
</table>
<p>*Art Assets created by <a title="GuraArt.com" href="http://www.guraart.com/" target="_blank">Lynne Gura</a>.</p>
<img src="http://feeds.feedburner.com/~r/Cybergrub_oz-tools/~4/DLNCK7keZpA" height="1" width="1"/>]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>OZ Tools (MS) Overview</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/IPxcPDUevBs/oz-tools-ms-overview</link>
		<comments>http://www.omnized.com/cybergrub2/2010/03/oz-tools-ms-overview#comments</comments>
		<pubDate>Wed, 10 Mar 2010 21:25:09 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[Maxscript]]></category>
		<category><![CDATA[OZ Tools]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=3</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/oz-tools-ms-overview">OZ Tools (MS) Overview</a></p><p><img class="alignnone size-thumbnail wp-image-240" title="ozToolbox_ui_v0661" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/ozToolbox_ui_v0661-e1273059652568-125x150.jpg" alt="" width="125" height="150" /></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2010/03/oz-tools-ms-overview">OZ Tools (MS) Overview</a></p><p style="padding-left: 30px;">I wanted to first introduce an overview of the OZ Toolbox.<br />
The entire toolbox is not currently available for public download, although i have begun to outline and describe  many of the functions contained therein.</p>
<p style="padding-left: 30px;">As I work on converting and optimizing the code for public release of each tool and function, I will be updating the links when new documentations are posted and tools are available for use.</p>
<p style="padding-left: 30px;">So please check back, or hit me up if there are any of interest to you.<br />
Also, if you have any requests or suggestions, i would love to hear them.</p>
<p style="padding-left: 30px;">Thanks and Enjoy&#8230;<br />
~ΦZ</p>
<hr size="1" />
<div>
<table class="confluenceTable" style="width: 690px;">
<tbody>
<tr>
<td class="confluenceTd" align="left" valign="top"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/ozToolbox_ui_v0661.jpg" alt="OZtoolbox Interface" /></td>
<td align="left" valign="top"><strong><ins> <a href="javascript:togglecomments('showOZins')">INSTALLATION: [...]</a></ins></strong> <br class="atl-forced-newline" /></p>
<div id="showOZins" class="commenthidden">Click and Save the .mzp to your local machine. OZ Toolbox self-installer for 3DsMax<br />
<em>not currently formatted for public download.</em><br class="atl-forced-newline" /><br />
<ins>To  Install:</ins> <br class="atl-forced-newline" /><br />
With 3DsMax running, just drag and  drop the attached .mzp onto your viewport and follow the  prompt. <br class="atl-forced-newline" /><br />
Drag and Drop into Max&#8217;s Viewport.</div>
<p><strong><ins><br />
</ins></strong></p>
<p><strong> </strong></p>
<p><strong> </strong></p>
<p><strong><br />
</strong></p>
<hr size="1" />
<table style="width: 100%;" border="0">
<tbody>
<tr>
<td><span class="image-wrap" style="display: table-cell; text-align: center;"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/setupProjFolder_20091211.jpg" border="0" alt="i" width="174" height="200" /></span></td>
<td><strong><ins>SETUP:</ins></strong> <br class="atl-forced-newline" /><br />
After installation is complete. The user will be prompt to set their working project&#8217;s directory <br class="atl-forced-newline" /><br />
before continuing.</p>
<p><img class="emoticon" src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/warning.gif" border="0" alt="important" width="16" height="16" align="absmiddle" />This is important because many of the tools and dependencies re/ly on the location specified here. <br class="atl-forced-newline" /><br />
<em>(i.e. &#8220;D:\projects\Mytheon\Mytheon&#8221;)</em></td>
</tr>
</tbody>
</table>
<div id="comments">
<p style="border: 1px solid #555555; padding: 10px;"><span style="text-decoration: underline;">QUICK TIP</span>: » If you&#8217;re not sure about a tool in the OZ toolbox, just <strong>RIGHT CLICK</strong> the button in question, and receive a brief discription of that tool.</p>
</div>
<p>I.   Overview</p>
<p style="padding-left: 30px;">A. Tools Section<br />
B. Selections Section<br />
C. Project Specific Section<br />
D. Export Functions<br />
E. Options <br class="atl-forced-newline" /></p>
<p>II. Tools Section</p>
<p style="padding-left: 30px;"><a href="javascript:togglecomments('show2A')">A. Shader Worx [...]</a></p>
<div id="show2A" class="commenthidden">
<p style="padding-left: 60px;">1. <span class="image-wrap"><a title="Toggle DirectX" href="http://www.omnized.com/cybergrub2/2010/03/toggle-directx-maxscript/"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A1.jpg" border="0" alt="" /></a></span><a title="Toggle DirectX" href="http://www.omnized.com/cybergrub2/2010/03/toggle-directx-maxscript/"> Toggle DirectX</a><br />
2. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A2.jpg" border="0" alt="" /></span> DX19 (places directX shader in slot 19 of the materialEditor)<br />
3. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A3.jpg" border="0" alt="" /></span> rPath (re-paths txtr map to the correct location on the users local machine)<br />
4. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A4.jpg" border="0" alt="" /></span> ShaderCreator <em>beta</em> (create directX shader from Max&#8217;s Standard Shaders.)<br />
5. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A5.jpg" border="0" alt="" /></span> cycleMap (cycle through checkered textures)<br />
6. <em>empty</em><br />
7. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A7.jpg" border="0" alt="" /></span> MrAO (render Ambient Occlusion to clipboard using mentalRay renderer)<br />
8. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A8.jpg" border="0" alt="" /></span> LtAO (bake Ambient Occlusion using LightTracer)<br />
9. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/A9.jpg" border="0" alt="" /></span> UVrnd (render UVs to clipboard) <br class="atl-forced-newline" /></p>
</div>
<p style="padding-left: 30px;"><a href="javascript:togglecomments('show2B')">B. Export Assistant [...]</a></p>
<div id="show2B" class="commenthidden">
<p style="padding-left: 60px;">1. <span class="image-wrap"><a title="Collision Creator" href="http://www.omnized.com/cybergrub2/2010/03/collision-creator/"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/B1.jpg" border="0" alt="" /></a></span><a title="Collision Creator" href="http://www.omnized.com/cybergrub2/2010/03/collision-creator/"> Collision Creator</a><br />
2. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/B2.jpg" border="0" alt="" /></span> Wall Splines (for Alamo Wall/Cliff Tool)<br />
3. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/B3.jpg" border="0" alt="" /></span> Detach By Material ID<br />
4. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/B4.jpg" border="0" alt="" /></span> Debris Setup (auto-align and placement for export)<br />
5. <img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/B5.jpg" border="0" alt="" /> <a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/skinShader_20091201.jpg" rel="shadowbox[sbpost-3];player=img;">SkinShader Check</a> (check &amp; change all skinned geo to have skin shader)</p>
</div>
<p style="padding-left: 30px;"><a href="javascript:togglecomments('show2C')">C. ozPuppeteer: Rigging &amp; Skinning Tools [...]</a></p>
<div id="show2C" class="commenthidden">
<p style="padding-left: 60px;"><a href="javascript:togglecomments('show2C')"></a>1. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/C1.jpg" border="0" alt="" /></span> <a rel="nofollow" href="http://vader:8080/display/Engineering/ozPuppeteer+Automated+Rigging+Setup">Automated Rigging Setup</a></p>
<p style="padding-left: 90px;">a. Muzzle FX Control (<a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/muzzleRig_001-1024x639.jpg" rel="shadowbox[sbpost-3];player=img;">img1</a>, <a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/muzzleRig_002-1024x643.jpg" rel="shadowbox[sbpost-3];player=img;">img2</a>)</p>
<p style="padding-left: 60px;">
2. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/C2.jpg" border="0" alt="" /></span> HierarchyHierophant</p>
<p style="padding-left: 90px;">a. KeyFraming &amp; Animation Tools</p>
<p style="padding-left: 120px;">i. (Control Click) for MasterKeyZ<br />
ii.(ALT Click) for XYZed KeyZ</p>
<p style="padding-left: 60px;">3. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/C3.jpg" border="0" alt="" /></span> ozSlave beta</p>
</div>
<p style="padding-left: 30px;"><a href="javascript:togglecomments('show2D')">D. Asset Management [...]</a> <br class="atl-forced-newline" /></p>
<div id="show2D" class="commenthidden">
<p style="padding-left: 60px;">1. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/D1.jpg" border="0" alt="" /></span> Rename objects</p>
<p style="padding-left: 90px;">a. Based off of <a title="Alec Fredericks' Portfolio site" href="http://www.community3d.com/" target="_blank">Alec Fredericks&#8217;</a> maxscript, &#8216;<a title="Object Renamer (MAXscript)" href="http://www.community3d.com/?p=55#comments" target="_blank">Object Renamer</a>&#8216;</p>
<p style="padding-left: 60px;">2. <span class="image-wrap"><a title="AddToP4" href="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/addToP4_20091027.jpg" rel="shadowbox[sbpost-3];player=img;"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/D2.jpg" border="0" alt="" /></a></span><a title="AddToP4" href="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/addToP4_20091027.jpg" rel="shadowbox[sbpost-3];player=img;"> +P4 (add &amp; check out files from P4)</a></p>
<p style="padding-left: 90px;">a. (Control Click) to add/check out current maxfile</p>
<p style="padding-left: 60px;">3. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/D3.jpg" border="0" alt="" /></span> List Dependencies<br />
4. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/D4.jpg" border="0" alt="" /></span> Reset Xform (actually resets scale <img src='http://www.omnized.com/cybergrub2/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
</div>
<p style="padding-left: 30px;">E. Lighting &amp; Rendering</p>
<hr size="1" />III. Select/Deselect Section</p>
<p style="padding-left: 30px;">A. Select by Skin, Animated Objects<br />
B. Select by Display Property<br />
<a href="javascript:togglecomments('show3C')">C. Select by Alamo: [...]</a></p>
<p style="padding-left: 60px;"><a href="javascript:togglecomments('show3C')"></a>• (<strong>ALT</strong> Click) Subtracts from current selection<br />
• (<strong>CONTROL</strong> Click) Adds to current selection<br />
• (<strong>SHIFT</strong> Click) Toggles &#8220;AsLinks&#8221; display</p>
<div id="show3C" class="commenthidden" style="padding-left: 60px;">1. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C1.jpg" border="0" alt="" /></span> Select Alamo Bone<br />
2. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C2.jpg" border="0" alt="" /></span> Select Alamo Geometry<br />
3. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C3.jpg" border="0" alt="" /></span> Select Alamo Collision<br />
4. Select ALT States</div>
<div class="commenthidden" style="padding-left: 90px;">a. ALT0: 100-67% health<br />
b. ALT1:  66-34% health<br />
c. ALT2:  33-1 % health<br />
d. ALT3  0% / Death</div>
<div class="commenthidden" style="padding-left: 60px;">5. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C5.jpg" border="0" alt="" /></span> Select Alamo Proxy Objects<br />
6. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C6.jpg" border="0" alt="" /></span> Select Alamo Debris Nodes<br />
7. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C7.jpg" border="0" alt="" /></span> Select Alamo Lights<br />
8. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/3C8.jpg" border="0" alt="" /></span> Select Alamo Dazzles</div>
<hr size="1" />IV. Project Specific Section</p>
<p style="padding-left: 30px;">A. Mytheon<br />
B. MMORTS</p>
<p style="padding-left: 60px;">1. Scale Reference Library<br />
2. <a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/animPoseLIB_20091103.jpg" rel="shadowbox[sbpost-3];player=img;">Infantry Animation Pose Library</a></p>
<hr size="1" />V.  Export Functions</p>
<p style="padding-left: 30px;">A. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/ExportStandard.jpg" border="0" alt="" /></span> Standard Export<br />
B. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/Export2Animation.jpg" border="0" alt="" /></span> Animation Export (WIP)<br />
C. <span class="image-wrap"><img src="http://www.omnized.com/OZ2007/OmniZed_files/tutorials_data/OZtoolbox_files/Export3byLayer.jpg" border="0" alt="" /></span> <a title="Writen by Phil Horowitz" rel="nofollow" href="http://horowitz3d.wordpress.com/" target="_blank">ExportByLayers</a><br />
D.  <a title="Testing Art in Game" href="http://www.omnized.com/cybergrub2/2010/04/shortening-the-bridge/">COMPILE TO GAME</a></p>
<p style="padding-left: 60px;"><a title="Testing Art in Game" href="http://www.omnized.com/cybergrub2/2010/04/shortening-the-bridge/"></a>1. Test Art in-game<br />
2. No XML or chisel required</p>
<hr size="1" />VI. Options</p>
<p style="padding-left: 30px;">A. <a href="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/03/autoBak_001.jpg" rel="shadowbox[sbpost-3];player=img;">AutoBak</a> (Where&#8217;s your local autoback folder for Max?)</p>
<p>X.  Setup (Under the Hood) <strong><ins></ins></strong></p>
<hr size="1" /><br class="atl-forced-newline" /></td>
</tr>
</tbody>
</table>
</div>
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		<title>Toggle Isolate Select</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/5nxbd6EzcBo/toggle-isolate-select</link>
		<comments>http://www.omnized.com/cybergrub2/2008/11/toggle-isolate-select#comments</comments>
		<pubDate>Tue, 11 Nov 2008 18:11:04 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[MEL Scripts]]></category>
		<category><![CDATA[3Dmodeling]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[MEL]]></category>
		<category><![CDATA[OZ Tools]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=248</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2008/11/toggle-isolate-select">Toggle Isolate Select</a></p><p>ozTglIsoSel.mel Desciption: Very simple MEL script that Toggles visibility of currently selected components &#38; objects per active viewport without having access the show &#62; Isolate Select &#62; View Selected located a few clicks deep; which also disapears when switching between viewports. I just got tired of tearing off the panel every time a viewport was [...]</p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2008/11/toggle-isolate-select">Toggle Isolate Select</a></p><p style="padding-left: 30px;"><strong><img style="vertical-align: middle;" title="MEL" src="http://www.omnized.com/Images/icons/mel/mel3_32.png" alt="" width="32" height="32" /><a title="Click to download MEL" href="http://www.omnized.com/OZ2007/OmniZed_files/downloads_data/ozTglIsoSel.mel">ozTglIsoSel.mel</a></strong></p>
<blockquote><p><span style="text-decoration: underline;">Desciption</span>:<img class="alignnone size-full wp-image-251" style="vertical-align: middle;" title="OZ Tool" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2010/05/toolGears_16.png" alt="" width="18" height="16" /><br />
Very simple MEL script that Toggles visibility of currently selected components &amp;  objects per active viewport without having access the show &gt; Isolate  Select &gt; View Selected located a few clicks deep; which also  disapears when switching between viewports. I just got tired of tearing off the panel every time a viewport was switched.</p>
<p>Makes  for easy nativagation around dense polys and crevices when  modeling.<br />
•       keybind command:	ozTglIsoSel;</p></blockquote>
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		<title>setPose v1.0 MEL Script</title>
		<link>http://feedproxy.google.com/~r/Cybergrub_oz-tools/~3/u01NiM9_Jq8/setpose-v1-0-mel-script</link>
		<comments>http://www.omnized.com/cybergrub2/2007/06/setpose-v1-0-mel-script#comments</comments>
		<pubDate>Tue, 19 Jun 2007 20:33:14 +0000</pubDate>
		<dc:creator>ΦZ</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[MEL Scripts]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Characters]]></category>
		<category><![CDATA[keyframing]]></category>
		<category><![CDATA[MEL]]></category>
		<category><![CDATA[pose]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[skeletal hierarchy]]></category>

		<guid isPermaLink="false">http://www.omnized.com/cybergrub2/?p=41</guid>
		<description><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2007/06/setpose-v1-0-mel-script">setPose v1.0 MEL Script</a></p><p><a rel="attachment wp-att-341" href="http://www.omnized.com/cybergrub2/2007/06/setpose-v1-0-mel-script/"><img class="size-full wp-image-341 " title="setPose_300w_th2" src="http://www.omnized.com/cybergrub2/wp-content/uploads/2007/06/setPose_300w_th2.jpg" alt="setPose MEL script" width="300" height="230" /></a></p>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.omnized.com/cybergrub2">Cybergrub via OmniZed</a>
<a href="http://www.omnized.com/cybergrub2/2007/06/setpose-v1-0-mel-script">setPose v1.0 MEL Script</a></p><div style="text-align: right;">
<div style="text-align: left;">
<p><span style="font-style: italic; font-weight: bold;"><img style="vertical-align: middle;" title="MEL" src="http://www.omnized.com/Images/icons/mel/mel3_32.png" alt="" width="32" height="32" /> <a href="https://docs.google.com/leaf?id=0B4mn8dmIij9yYmNlYWI1YmEtNzQ2Yy00MzAzLWI4YWQtYzU3ZjU2ODNhMTM0&#038;hl=en">setPose.mel</a></span></p>
<ul>
<li>I actually wrote this a few years back, while working on the rig of a winged-character [containing "branches" of joints in each wing]. I never got around to publishing it to the web, but it met my objective and has definitely come in handy for me ever since, and thought it worthy of sharing.</li>
</ul>
</div>
<div style="text-align: center;">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</div>
</div>
<p><span style="text-decoration: underline;">Setup / Installation Instructions:</span></p>
<p>1. Copy setPose.MEL to Maya&#8217;s &#8220;scripts&#8221; folder</p>
<p>[i.e. ..\My Documents\maya\8.0\scripts]</p>
<p><span style="font-style: italic;"> *note: type  rehash;  in the command line to avoid having to restart Maya for any newly added scripts to the directory.</span></p>
<p>2. To source the script type setPose; in maya&#8217;s command line to access the tool&#8217;s window.</p>
<p>(after its run, you may want to middle-mouse drag that command to a shelf for future use)</p>
<p>3. Follow the instructions recalled in the help line.</p>
<p><span style="font-style: italic;"> </span></p>
<div style="text-align: center;">&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</div>
<p><span style="text-decoration: underline;">Description / Usage:</span></p>
<p>1. copies, or mirrors, a designated pose from selected hierarchy and applies that pose to a specified target hierarchy.</p>
<p>(i.e. left arm position, shoulder joint and associated child joints, is stored and applied to the right arm at anytime)</p>
<p>2. options for keyframing and pose manipulation can be controlled via the script&#8217;s window.</p>
<p>3. handy for animating (run / walk cycles, etc.), defining set driven keys and rig setup</p>
<p>. . . where it is desirable for a mesh animation to have (nearly) symmetrical poses at altering, or opposing, times.</p>
<p>I hope to return back here shortly, to follow-up with a brief demonstration or screen shot instructions. But the script itself is very simple and should be pretty self explanatory.</p>
<p>Any questions, comments, etc. you know what to do &#8230;just voice it.</p>
<p>!njoy&#8230;</p>
<p>- ΦZ / JB</p>
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