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pay annually
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SCRIPTS
Maya

flattenCombine.mel

Script by Naughty Nathan This script is a "Super-Combine" function. It combines all selected polygon geometry into a single object. It performs the same basic function as the regular Maya "combine" command but it bypasses all Maya's transform history non
SCRIPTS
Maya

nathangulate.mel

Script by Naughty Nathan This proc works like "quadrangulate" but it doesn't stop at 4-sided polys... It makes every continuous planar poly into a single poly, removing all the planar edges and their vertices which lie across it. It is a super clean-up po
SCRIPTS
Maya

extrudeEdgeUVs.mel

Script by Naughty Nathan This script extrudes the selected edges and tries to preserve the UV mapping present along the initial edge. Maya's default edge extrude function just normalises the UV mapping on the newly created face which is of use to neither
SCRIPTS
Maya

detachSeparate.mel

Script by Naughty Nathan This script allows you to detach the selected faces from any selected objects. Detached faces become a new, seperate object but retain their original name, position, pivot, material, vtx colors, etc.. It bypasses all Maya's defaul
SCRIPTS
Maya

curveToPoly.mel

Script by Naughty Nathan This tool converts any selected NURBS curves into polygon meshes via a small UI dialog. It also displays a dynamic preview of the resulting polygon mesh so you can adjust the vertex count/resolution for the desired result before
SCRIPTS
Maya

cookieCutter.mel

Script by Naughty Nathan CookieCutter takes two polyMesh objects and traces a split path along the first (base object) based on the intersection of the second (cutter object). This proc is extremely basic, I've only been able to achieve this split by usi
SCRIPTS
Maya

selectToShelf

If you find yourself needing to constantly select the same group of objects in your scene you can use this script to make a shelf button to automatically select those objects for you. Script by Greg Hendrix.
SCRIPTS
Maya

Find Property

Finding the values of properties that you see in the UI.
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