I have multisub material. With macrorecorder enabled I can see how max creates texMapList and texMapIDList when I open EditUVWs window: $.modifiers[#Unwrap_UVW].texMapList.count = 17 $.modifiers[#Unwrap_UVW].texMapIDList.count = 17 $.modifiers[#Unwrap_UVW].texMapList[1] = Checker () $.modifiers[#Unwrap_UVW].texMapIDList[1]…
function HighestUVChannel = ( ch = 0 for o in $* where o.modifiers[#Unwrap_UVW] != undefined do ( if o.modifiers[#Unwrap_UVW].getMapChannel() > ch then ( ch = o.modifiers[#Unwrap_UVW].getMapChannel() ) ) ch) HighestUVChannel() will then return the greatest UV Channel number in the scene.
Used the Macro recorder to automate switching up all the uv chanels when you're using the rtt seam fix method described here: http://www.gamasutra.com/features/20061019/kojesta_01.shtml Run the script after you select the faces that have the offending seam in them...after you run the script adjust your uvs, then set up…
Unbelieveble but it doesn't work with my 3d max (ver. 9) :) I did exactly as you said. When I'm want to customize this script, I click right on it and I change some options (disable everytihng for example), and I have sthg like this: disableSceneRedraw();modPanel.addModToSelection (Unwrap_UVW ())…
I had this same problem...put an edit mesh in the stack....I know it seems(ha punny) silly but once you put the eidt mesh modifier in the stack it should work no problem. Here is a script I use with that tut..it automates the setup.. Just run the macro and it will set up all the chanels and the edit mesh...you just have to…
You can try putting this into a startup script: callbacks.addScript #postModifierAdded "m =(callbacks.notificationParam())[2]; if classof m == Unwrap_UVW then m.unfoldMethod=45272" id:#uvwunwrapModAddedPeelMode
hmm the hotkeys you're looking for should be available in max 2010+ it should be called Align Selection Horizontal and Align Selection Vertical or something like that but all I have is max 2012 right now so I'm not sure But making your own macroscript (C:/ProgramFiles/Autodesk/3dsMaxXXXX/ui/macroscripts/[whatever].mcr) for…
I used your renderUV script and mixed with one of mine. Now the script count black pixel on the uv map, and drop a percentage of "wast uv space" depending on the wanted size of the map. result just below my code is perhaps not very optimised, but its working well on editpoly object just select an editObj and run the script…
Hi guys, this is a snippet from a tool I'm writing to streamline some processes for our artists. We have models are unwrapped on channel 1, then unwrapped on channel 3 for baking. Once we have baked a texture we drop channel 3 onto channel 1 and apply the baked texture. All pretty simple stuff! Now I've basically tried to…