<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-23136821</id><updated>2011-04-21T18:03:14.362-04:00</updated><category term='MEL'/><category term='rendering'/><category term='UI'/><category term='hacks'/><category term='API'/><title type='text'>Maya Soup</title><subtitle type='html'>Dumping ground for daily Alias Maya workflows / bugs / work-around findings.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>11</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-23136821.post-115013045257653312</id><published>2006-06-12T10:27:00.000-04:00</published><updated>2006-06-12T12:40:52.746-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rendering'/><title type='text'>Coloured volumetric shadows with Mental Ray</title><content type='html'>&lt;p class="category"&gt;Category: rendering&lt;/p&gt; Here is a good tutorial on how to set up volumetric lights with Mental Ray:&lt;br /&gt;&lt;a href="http://www.jhavna.net/main.php?page=scatter/"&gt;http://www.jhavna.net/main.php?page=scatter/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;It's important to note that the shadow colour is affected by the _transparency_ attribute of the shadowing object's shader, rather than the _colour_ attribute. This has cost me a lot of headaches to figure out.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-115013045257653312?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/115013045257653312/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=115013045257653312' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/115013045257653312'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/115013045257653312'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/06/coloured-volumetric-shadows-with.html' title='Coloured volumetric shadows with Mental Ray'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114312865526582526</id><published>2006-03-23T10:36:00.000-05:00</published><updated>2006-03-24T04:38:37.146-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='API'/><title type='text'>Indexing into MFnMesh::getBinormals?</title><content type='html'>&lt;p class="category"&gt;Category: API&lt;/p&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;MFnMesh::getBinormals&lt;/span&gt;&lt;/span&gt; dumps a mesh's binormals into a &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;MFloatVectorArray&lt;/span&gt;&lt;/span&gt;, but its length is different from &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;getNormals&lt;/span&gt;&lt;/span&gt;'. How do you index into this array? You can't. There's one binormal for each vertex-face pair. So if a vertex is shared by 4 faces, then it will have 4 binormals. &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;getBinormals&lt;/span&gt;&lt;/span&gt; will go through all the vertices in the mesh in order, and output all their binormals in this long one-dimensional array. Therefore there is no way to index into this array without knowing the mesh's topology beforehand.&lt;br /&gt;&lt;br /&gt;Use &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;getFaceVertexBinormals&lt;/span&gt;&lt;/span&gt; instead.&lt;br /&gt;&lt;br /&gt;Then what's the purpose for this function? It can be handy to be use it to dump all the binormal data to a file for exporting.&lt;br /&gt;&lt;br /&gt;The samething goes for &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;getTangents&lt;/span&gt;&lt;/span&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114312865526582526?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114312865526582526/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114312865526582526' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114312865526582526'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114312865526582526'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/indexing-into-mfnmeshgetbinormals.html' title='Indexing into MFnMesh::getBinormals?'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114253181254626620</id><published>2006-03-16T12:55:00.000-05:00</published><updated>2006-03-16T12:56:52.546-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='UI'/><title type='text'>Cannot convert edge selection to vertices after doing edge loop</title><content type='html'>&lt;p class="category"&gt;Category: UI&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;Sometimes when selecting with edge loop, using the marking menu to convert the selection to vertices won’t work. Make sure that the selection tool is selected when trying to do "to vertices" on the marking menu.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114253181254626620?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114253181254626620/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114253181254626620' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114253181254626620'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114253181254626620'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/cannot-convert-edge-selection-to.html' title='Cannot convert edge selection to vertices after doing edge loop'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114253172371182564</id><published>2006-03-16T11:52:00.000-05:00</published><updated>2006-03-16T12:55:23.766-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rendering'/><title type='text'>Compositing layers with motion blurs alpha channels leave black halos.</title><content type='html'>&lt;p class="category"&gt;Category: Rendering&lt;/p&gt;Usually, the halo from motion blur is caused by compositing without pre-multiplied alpha. This means that the RGB value of the transparent pixels are affected by the background colour of that file. Here's a nice workaround in Photoshop, It should be able to be adopt the method to After Effects if linear-dodge is a layer filter option.&lt;br /&gt;&lt;a href="http://www.digitalartform.com/archives/2005/10/compositing_pre.html"&gt;link&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114253172371182564?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114253172371182564/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114253172371182564' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114253172371182564'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114253172371182564'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/compositing-layers-with-motion-blurs.html' title='Compositing layers with motion blurs alpha channels leave black halos.'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114252785571841401</id><published>2006-03-16T11:49:00.000-05:00</published><updated>2006-03-16T11:51:08.200-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='API'/><title type='text'>Tangent Space Calculation</title><content type='html'>&lt;p class="category"&gt;Category: API&lt;/p&gt;&lt;br /&gt;It’s possible to get mismatches ( seams ) due to doing normal averaging based on a tolerance of 30 degrees. Maya only share the normals if they are exactly the same.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114252785571841401?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114252785571841401/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114252785571841401' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114252785571841401'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114252785571841401'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/tangent-space-calculation.html' title='Tangent Space Calculation'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114252777031130937</id><published>2006-03-16T11:47:00.000-05:00</published><updated>2006-03-16T11:49:30.323-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rendering'/><title type='text'>Aliasing on the edge of foreground objects when using depth of field</title><content type='html'>&lt;p class="category"&gt;Category: Rendering&lt;/p&gt;This is caused by the sudden ending of depth of field's blur post filter in the middle of the object. It's a limitation of the Maya software renderer.There are several workarounds:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;Try to set the focus plane a little before the focus object, and tweak the focus settings.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Use Mental Ray, which would give you much nicer results.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Render the scene with dof and the focus object separately, and composite them afterwards.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Fake dof in post by using a depth map.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114252777031130937?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114252777031130937/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114252777031130937' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114252777031130937'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114252777031130937'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/aliasing-on-edge-of-foreground-objects.html' title='Aliasing on the edge of foreground objects when using depth of field'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114183644330312021</id><published>2006-03-08T11:41:00.000-05:00</published><updated>2006-03-08T11:47:23.310-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='API'/><title type='text'>MPxHwShaderNode::compute(writable) is not</title><content type='html'>&lt;p class="category"&gt;Category: API&lt;/p&gt;It seems that since Maya 6.5, the writable flag in&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:courier new;"&gt;&lt;br /&gt;MPxHwShaderNode::geometry&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;is not supposed to be true, ever. No geometry from Maya should be writable anymore, this is when used in the hardware renderer, and in the regular viewport.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114183644330312021?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114183644330312021/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114183644330312021' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114183644330312021'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114183644330312021'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/mpxhwshadernodecomputewritable-is-not.html' title='MPxHwShaderNode::compute(writable) is not'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114175619176691699</id><published>2006-03-07T13:22:00.000-05:00</published><updated>2006-03-07T18:00:32.390-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rendering'/><title type='text'>Rendering filename bug in 7.0.1?</title><content type='html'>&lt;p class="category"&gt;Category: rendering&lt;/p&gt;It seems that when directly renaming files using the new filenaming syntax in 7.0.1, Maya will automatically append a "_tmp" string to the end of the filename when "%c" is used.&lt;br /&gt;&lt;br /&gt;For example, if the filename is "/u/user/renders/file_%c_%4n.%e", then the filename would turn out to be "/u/user/renders/file_camera_0001_tmp.ext". If the camera flag is not used, such as "/u/user/renders/files_%4n.%e", then the file would go under the the folder "$Project_Dir/images/u/user/renders/files_0001.ext". Sucks eh.&lt;br /&gt;&lt;br /&gt;The workaround for now is only to correct the "_tmp" by renaming everything using a shell/batch script. ( Or don't use %c at all and have everything saved under $Project_dir/images ).&lt;br /&gt;   &lt;br /&gt;I don't recall seeing this problem in 7.0. Could this be something that's introduced by the 7.0.1 patch?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114175619176691699?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114175619176691699/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114175619176691699' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114175619176691699'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114175619176691699'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/rendering-filename-bug-in-701.html' title='Rendering filename bug in 7.0.1?'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114121688276205822</id><published>2006-03-01T07:38:00.000-05:00</published><updated>2006-03-01T07:41:49.113-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='API'/><title type='text'>Don't use MFnMesh::object()</title><content type='html'>&lt;p class="category"&gt;Category: api&lt;/p&gt;It seems that &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;MFnMesh::object()&lt;/span&gt;&lt;/span&gt; will not properly return the MObject to the node in the function set. So don't pass the function set object around functions, and pass the MObject instead. On more than one occasion I've found myself wanting to get the MObject to use on an iterator, but with no way to get to it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114121688276205822?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114121688276205822/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114121688276205822' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114121688276205822'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114121688276205822'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/03/dont-use-mfnmeshobject.html' title='Don&apos;t use MFnMesh::object()'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114112942102353296</id><published>2006-02-28T07:20:00.000-05:00</published><updated>2006-02-28T07:26:49.013-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='hacks'/><category scheme='http://www.blogger.com/atom/ns#' term='MEL'/><title type='text'>Non keyable attributes can be keyed</title><content type='html'>&lt;p class="category"&gt;Category: Hacks&lt;/p&gt;It seems that even if an attributed is marked "not keyable", and no keys can be set to it directly via the UI, it's possible to manually animate it by MEL using setKeyframe.&lt;br /&gt;&lt;br /&gt;Of course this may cause problems, but it's interesting to know that it's a possibility.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114112942102353296?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114112942102353296/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114112942102353296' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114112942102353296'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114112942102353296'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/02/non-keyable-attributes-can-be-keyed.html' title='Non keyable attributes can be keyed'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-23136821.post-114112700914129074</id><published>2006-02-28T06:29:00.000-05:00</published><updated>2006-02-28T06:43:29.150-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='API'/><title type='text'>Finding edge directions for MFnMesh::split factors</title><content type='html'>&lt;p class="category"&gt;Category: API&lt;/p&gt;The docs for &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;MFnMesh::split&lt;/span&gt;&lt;/span&gt; explains edgeFactors as:&lt;br /&gt;&lt;br /&gt;"&lt;b&gt;edgeFactors&lt;/b&gt; array of factors in the range [0,1] that represent  how far along each edge must the split be done. This array must have the  same number of elements as the edgeList array."&lt;br /&gt;&lt;br /&gt;However, it doesn't explain how the order of the vertices are determined. This creates a problem where the way the edges are split becomes unpredictable when the function is used directly with factors other than 0.5.&lt;br /&gt;&lt;br /&gt;The way to determine which vertex is 0 and which is 1 can be found as follows:&lt;br /&gt;&lt;br /&gt;The order of the vertex is determined by how Maya stores the vertices internally. This order can be retrieve by using &lt;span style="font-size:85%;"&gt;&lt;span style="font-family: courier new;"&gt;MFnMesh::getEdgeVertices( int edgeId, int2 &amp;amp;vertexList )&lt;/span&gt;&lt;/span&gt;.&lt;br /&gt;The order the verticies appear in the int2 array is the way the edgeFactor should be determined. Where int2[0] is 0 and int2[1] is 1.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:courier new;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/23136821-114112700914129074?l=mayasoup.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mayasoup.blogspot.com/feeds/114112700914129074/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=23136821&amp;postID=114112700914129074' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114112700914129074'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/23136821/posts/default/114112700914129074'/><link rel='alternate' type='text/html' href='http://mayasoup.blogspot.com/2006/02/finding-edge-directions-for.html' title='Finding edge directions for MFnMesh::split factors'/><author><name>Sinkpoint</name><uri>http://www.blogger.com/profile/17630995807684392873</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
