Hi there,
I used to have a nifty script that could set up max's default wireframe color to (black) a color I like. It always bugged me the fact that max assigns a different wireframe color to a new object, actually I really dislike that.
I lost that script somehow, so I was wondering if any of you got a clue how to fix this again?
Thanks guys.
Replies
I wish this was by default as any other app, it adds an extra step for nothing.
Not a major default but still...wondering if there was something out there to "fix this"
cheers
That would do the trick
Adding a "Edit Poly" Modifier instead to it might be a better solution.
You could also have Macros to create simple Primitives directly converted to Editable poly. Like generating "1-1-1 cube" for example. That's like super simple, and everything is explained in the Maxscript help, or here, by the dude who made maxscript : http://vimeo.com/album/1514565/page:1/sort:preset/format:thumbnail
I get where you're coming from I have the same preferences, I put some of the things you want to do in a script that I wrote, you could crack it open and tinker with it a bit to get what you need.
http://www.scriptspot.com/3ds-max/scripts/scene-clean
@Mark, awesome! couldn't ask for better, thanks man! I ll dig inside, but in fact the other functions are also useful, so I'll keep the toolbar as is I think.
Which brings me to another quick question
... I just found out that maya has "select object with material xyx"
do you guys know how to do that in max?
regards
I think the "scene explorer" (Tools -> New Scene Explorer) in max might have a similar function? It was created as a response to outliner but never fully realized as well as outliner. Scene explore doesn't' allow for nesting of folders, docking, or half a dozen other features that outliner has so I wouldn't bother with scene explore, still if you're looking for a way inside of max that might be your ticket.
There are also some scripts on scriptspot.com that have more detailed information and selection options for finding meshes based on materials.
You can just turn that off, have been able to since I can remember:
No, not for nothing. I admit that 99% of the time I will convert it to an editable object, but being able to change dimensions and segments with modifiers above the primitive has its advantages and is often quite an iterative way to work. It's not for you... fair enough, but you can't say it's an extra step for nothing.
By default there is this:
Not sure if that's what you want though.
I tried that out but it seems to change both the object color and the wireframe to black. I just wanted to change the object's wireframe not the color (well default shader.. grey)
You are right, I should've explain better, I said that probably because I am comparing it with xsi's way of doing things. Maya is kinda similar as well.
Meaning that you start with a polygon primitive where you can right away change the number of loops, but that you can also start modifying (as you would do) on a "editable poly" object. But without having to change it to a "editable poly" because it is by default. Not sure if this makes sense.
So I guess I was in a way saying, that I wish max could also create primitive "editable polygon" objects, in which we could also change the number of loops etc by default. But I guess that would be too much of a hassle to change, as it seems to be in the core of max's workflow.
Awesme, didn know about that one! thanks man
Right on spot Mark, send you a digital beer.. thats gold!
It might be good to add just that function as a button on your toolbar. But like someone else said a call back could work too, but could lead to unexpected consequences... possibly so it needs to be used with caution and thoroughly tested.