LandmarkManager
Part I - Installation
Extract the scLandmarkManager folder from the scLandmarkManager.zip.
Inside the scLandmarkManager folder, find two subfolders: macOSX_linux and Windows. Each subfolder contains additional subfolders for each Maya version, each with a scLandmarkManager.* file. Copy the scLandmarkManager.* file to the following path.
Windows
Linux
Mac
On Mac, the User Library folder is hidden by default, but you can access it by following these steps:
Open a new Finder window.
From the Finder menu bar, select the Go drop-down menu.
Select Go to Folder… from the drop-down menu.
Type the following path and then click Go.
Launch / Restart Maya.
In Maya, open a Python Tab in the Script Editor and execute:
To create a button for opening LandmarkManager from the shelf, select the code you just pasted, go to File > Save Script to Shelf… in the Script Editor.
Once the LandmarkManager button is added to the shelf, it will initially display a default icon. To customize this, you will use the icon file provided.
Right-click the new LandmarkManager button on the shelf. This will open a context menu.
From the context menu, select ‘Edit…’. This will open a new window called ‘Edit Shelf Button’.
In the ‘Edit Shelf Button’ window, under the ‘Shelves’ tab, you will see an option for ‘Icon Name’. This is where you will input the path of your icon file.
Click the folder icon next to the ‘Icon Name’ field. This will open a file browser.
In the file browser, navigate to the location where you saved the provided icon image, select the file, and click ‘Open’. This will set your image as the icon for the LandmarkManager button.
Click ‘OK’ to close the ‘Edit Shelf Button’ window.
Your new icon should now be displayed on the LandmarkManager button on the shelf. If your new icon does not appear immediately, you may need to restart Maya for the changes to take effect.
Enjoy using LandmarkManager!
Part II - UI Explained
Operations
If Load Mesh Default Landmarks is enabled, the Load Landmarks button will automatically retrieve the corresponding Landmark data for a selected mesh with an associated attribute pointing to the appropriate data (MeshManager tool required).
UV Set Editor opens the UV Set Editor in Maya.
Help
Help provides access to the LandmarkManager documentation site.
About LandmarkManager displays version and detailed information about the tool.
Use Landmarks
In this section, users can manage landmarks to modify their current model or prepare it for export to ZBrush.
Load Landmarks enables users to load a *.json file containing previously saved landmarks. The tool automatically loads the file from the current project file directory. A poly mesh must be selected for this to function.
Clear Landmarks removes landmarks from any selected poly mesh.
If Remove Landmarks UV Set is enabled, the ‘landmarks’ UV set will be deleted when landmarks are cleared.
Create UV Landmarks generates UV coordinates for each landmark region on the selected poly mesh. A poly mesh must be selected for this to function. UV landmarks enable consistent landmark regions when transferring models between Maya and ZBrush. Multiple options are available for configuring UV landmark creation:
If Symmetrical Polygroups is enabled, the Create UV Landmarks button will arrange UV shells in multiple UDIMs for symmetrical polygroups in ZBrush.
If Use Existing UVs is enabled, the Create UV Landmarks button will create UV landmarks based on the current UV projection for each landmark area. If disabled, a front planar UV projection is generated for each landmark area.
If Generate UVs Sets is enabled, the Create UV Landmarks button will create a UV set for landmarks, preserving existing data in the default UV set.
Create/Edit Landmarks
This section allows users to create or modify landmarks.
Samples per HUE determines the number of shader samples per HUE (‘red’, ‘orange’, ‘yellow’, etc.) created in Maya’s Hypershade. Users can choose from various sample ratios for desired HUE coverage.
Setting it up to 1/1, the tool will create only one sample at 100% of the HUE.
Setting it up to 1/2, the tool will create one sample at 100% of the HUE and another two shaders, one above and the other below in terms of value in an HSV model.
Setting it up to 1/4, the tool will create one sample at 100% of the HUE and another six shaders, three above and the other three below in terms of value in an HSV model.
Setting it up to 1/5, the tool will create one sample at 100% of the HUE and another eight shaders, four above and the other four below in terms of value in an HSV model.
Setting it up to 1/10, the tool will create one sample at 100% of the HUE and another eight-teen shader, nine above and the other nine below in terms of value in an HSV model.
Create Landmark Shading Library generates a shading library based on the specified Samples per HUE setting.
Delete Unused Landmarks Shaders removes unused landmark shaders from the scene. Note that this only affects landmark shaders.
Delete Landmarks Shading Library removes all landmark shaders, whether used or unused, from the scene. Note that this only affects landmark shaders.
Mesh Import/Export
+X to -X / -X to +X sets the direction for mirror behavior, using positive or negative X as a reference. Note that this is object space dependent, not world space.
Symmetry Precision defines the mirror tolerance for non-symmetrical poly mesh vertices.
Mirror Landmarks applies the same landmark sets from one side of the poly mesh to the other. The tool uses the mirror direction and Mirror Global Precision settings to execute the operation. A poly mesh must be selected for this to function.
Symmetry Data in use allows the tool to temporarily generate, import, or export symmetry data for the active mesh to speed up mirror computations. An empty or ‘None’ text field indicates no symmetry data is stored in memory. After performing a mirror operation, the mirrored mesh’s name will appear in the text field, and its symmetry data will be used in future operations.
Purge removes any stored symmetry data from memory.
ZBrush Polygroups Landmarks converts polygroup information into landmarks when a mesh is sent from ZBrush to Maya.
Save Landmarks stores landmark data in a *.json file. The tool automatically saves the file in the current project file directory or in the path specified by the selected mesh’s. In order to work, a poly mesh must be selected.
The bottom of the LandmarkManager features a progress bar that displays the details and progress of any ongoing operation.