So been messing about with Maxscript and trying to send commands from Maya via sockets. Got most of that working thanks to stuff on the web but stuck at how to parse the text back to something max can run. Any ideas?
Thanks for the comment :) I'm glad it's of use. I have been having to use Maya at work lately, so I can't even use my own tools :(. But I might get to use Max again soon. :D
Prototype for TexTools in Blender morphing UV to mesh. Goal is to use Mesh Deformer modifier to morph hi poly mesh textures back to the model. A similar result you can already do in automodeller for 3ds Max So that's the goal
I'm making a plugin so you can use a graphics tablet as input in 3d Max. Here's a demo of what I've made so far, just to to see if anyone's interested and what people think. http://vimeo.com/34397857
Congrats! :) There are so many things in max that is not working appropriately, and most of them not even complicated to fix. I'll never understand why aren't they fix them. Like this one. :) But anyway. It's so much better to look at the good one... :D
I also released the maya version: https://www.youtube.com/watch?v=NK9wtvCUhVk https://gumroad.com/l/kFLUI topic: http://polycount.com/discussion/178792/3ds-max-maya-tool-tycoon-spline-1-0-beta#latest
started work on a max normal manipulation modifier(see the prototype) uses a simplified ( 18 ) vector field to modifier an objects normals, though I'm struggling for a suitable snappy name (i already use theNormalizer for something else :poly118: )
Came up with the idea of having thumbs for objects in a Max File that u want to Merge into your scene. So using this tool, u could see each Object or Group of Objects, or a whole layer as a thumbnail, then merge that into the scene via right click and maybe drag/drop the thumbnail. Edit: Updated the image. Added some new…
Been working on an App Link for 3DSMax and 3D-Coat. There was another one made a few years ago (the one you can see a video for on the 3DC website), but it was long since abandoned and didn't work correctly with newer versions of Max or 3DC. I added a few of extra features like automatically assigning flat/stingray…
Hi guys, I've started poking at HLSL within 3ds Max and put together a toon shader. I'll release it as soon as is ready. @ MoP: I hope you don't mind me using your awesome Goblin to demonstrate the shader :)