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The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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8.x
Operating Systems
History
Created: | 11/06/2007 |
Last Modified: | 11/06/2007 |
File Size: | 4.96 KB |
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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Robert Rioux said over 12 years ago:
Works perfectly for me! Thanks! -
Joojaa said about 17 years ago:
Well, it so happens maya has a native function that does this. Sorry its not meant as offensives but we dont want to bloat peoples code repositories with very inneficient code here. :) It however does not supprise me you dont know this since poly select constraint is a such a odd command. Second, for those thet dont understand what backface culling is, is not right to say whats visible since culling still works TROUGH objects. However theres rarely any need for this as you can just turn your object (but not view ports, but rather each individual objects settings to two sided off) to back face culling and it automatically limits to JUST the non culled components. And obviously shift draging after the initial drag solves that. Its quite safe to say if you use mel to process wast amounts of stuff indivisually querying them like this your misusing what mel was intended for and maya in general. ;) I suggest you change the code asap to something along lines: { $panel=`getPanel -wf`; if(`modelPanel -q -ex $panel`){ $cam=`modelPanel -q -cam $panel`; $pos=`xform -q -ws -t $cam`; polySelectConstraint -disable -oa $pos[0] $pos[1] $pos[2] -ob 90.0 180.0 -o 1; //are the angles so 0.0 90 //would select the nonculled faces polySelectConstraint -m 2; } delete; polySelectConstraint -m 0; } Hope thei helps anybody else. PS when you update your code to use selection constraints pm me so i will up the rating to 4 because its probably not the most useful feature out there. ;) And delete most of the commentaries.
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