Hi all,
I thought I would pimp my script to the community, maybe some others would find it useful.
The story so far; after getting frustrated a lot trying to use geometryPaint, it seemed writing a new one was the easier way for me to get the work flow I was looking for.
Chance is if you don't feel oppressed by the way geometryPaint works (read the limitation/constraint with UVs and managing the grid), there's probably no point in trying this one instead.
However, if you are looking for a somewhat low-maintenance, straight point and shoot script to ray cast geometry, you might appreciate the difference over geometryPaint. If you are familiar with how AdvancedPainter (max script) works, you will definitely see the similarities.
Either way,
here it is.
I haven't gone through intensive testing yet, but so far, it seems to work properly. It isn't anything really fancy, but it serves its purpose.
Please contact me if you find any bugs.
here's a screenshot:
hoping it is useful to some here
-g
Replies
maybe add some distance slider so that one can hold down the pen or mouse and draw strokes of objects. The distance variable would then determine in world units at which point to add another geometry in a stroke.
I'll give it a try today.
I am planning to redo the whole thing whenever I get more than 2 weeks of python behind me and migrate the remaining MEL into a full python script.
For a while I wanted to do that distance threshold option, but as the script is laid out right now and how awkward it is to pass back and forth values between MEL and python, I went the timer way instead.
its a script that does the same with some nice details I like:
http://www.evvisual.com/maxscript/script_planter.htm
Edit: Oh, and btw if you want suggestions for more features a "flood" option would be useful I think, to get a fairly even distribution quickly.
http://www.neilblevins.com/soulburnscripts/soulburnscripts.htm#Soulburnscripts_for_3dsmax
However the first time I installed it, I put it in "My Documents/maya/2008/", and it didn't detect the Python file properly. I suspect Maya's default pythonPath environment variable isn't set up right, since when I just put it in "My Documents/maya/" it all worked fine.
I did notice a while back that the default Maya python paths seem to be missing a / from the end of the strings so I think it never finds the correct path to search or something.
greuh are you still around here?
unfortunately I am stuck with 2009 and work is not even planning a scheduled upgrade.
so at this time I have no way to reproduce it and debug it
oh? well that actually still helps.
I thought for a while that was the semi-hack I did with how python stores variables I use to keep persistent data between session that would have been the cause of it. But that's executed before the UI is drawn.
But if it happens only where you describe it, it's probably just a simple issue with how context are handled with the new UI? hopefully?
But greuh, this tool seems to slow down over time. I tried flushing Maya's undo queue (flushUndo), but to no avail.
I've found that when closing down Maya, then reopening and doing a bit of a paint it's fast again but then will gradually slow down again.
Since that happens it's not related to grouping or possibly even the DAG connections.
Is there anything we can do to minimize the slowdown (
Thanks!