Here’s a quick MEL script to select all polygonal meshes in your Maya scene.
This can come in handy when preparing render layers. Cheers!
//Select all polygonal objects in the scene $allMeshObjs = `ls -typ mesh`; select $allMeshObjs;
A wrap deformer test on a terribly crude cloth simulation. The results look pretty decent for such a crude simulation. This concept when applied on a real animated project can possibly save a ton of computational time.
Another great advantage is that it overcomes the problem of simulation a clothing with thickness which tend to penetrate itself and gets pretty difficult to tweak. In this solution, the 0 thickness geometry drives a geometry with considerable thickness but because it was simulated at 0 thickness, it omits the problem of self-colliding geometry walls.
It’s difficult to explain in words, but perhaps some of you will get what I mean.
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