Another one.

That I don't need to specify the blendshape node if there is only one blend
shape node in that object, while I have other objects with blendshape
nodes, each time I add a new blend shape to an object, if I have other
objects with blendshapes nodes.  I need to specify to which blendshape node
I want to add, even if the object that I want to add the shape only has one
blendshape node.

-------------------------------------------------------
Emilio Hernández   VFX & 3D animation.


2014-03-07 13:07 GMT-06:00 Chris Covelli <ch...@polygonpusherinc.com>:

> I would be very happy to see Maya make their hypershade more like the XSI
> rendertree.  The hypershade  feels like its "trying" to be node based, but
> not quite getting it.  In XSI ou can see the ports and know instantly how
> everything is connected, whereas the hypershade just has boxes with lines
> between them.  Not very helpful if you ask me.
>
> Chris Covelli
> http://www.polygonpusherinc.com/
> http://exocortex.com/products/species
> TurboSquid 
> Models<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>
>
>
> On Fri, Mar 7, 2014 at 10:58 AM, Luc-Eric Rousseau <luceri...@gmail.com>wrote:
>
>> no UI way to open two outliners, however there is a splitter bar at
>> the bottom of the outliner that you can drag to get two outliner
>> panes.
>>
>> On Fri, Mar 7, 2014 at 1:56 PM, Siew Yi Liang <soni...@gmail.com> wrote:
>> > Indeed there is:
>> >
>> > As MEL:
>> >
>> > tearOffPanel "Outliner2" "outlinerPanel" false;
>> >
>> > This is because UI windows in Maya afaik are given specific names and
>> you
>> > cannot have two open 'viewports' which share the same name, so just
>> create a
>> > new one! And tear that off instead. And I agree, this should be part of
>> the
>> > default GUI, though right now I just save this to my shelf as a script
>> and
>> > increment the counter when I need a new one. :)
>> >
>> > Yours sincerely,
>>
>
>

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