Originally Posted by Norman3D
That's awesome mLichy! It would be very useful in combination with another script I'm working on.
UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together.
I think I already posted this video some time ago:
UDK Sync 0.2 - YouTube
To sum it up. You can take advantage of all kinds of placement tools in 3dsMax.
In that video I had both windows side by side, which was a bit inconvenient. So here is my attempt at fixing that:
UDK Sync 0.3 Preview - YouTube
Here I'm experimenting with replacing a 3dsMax viewport with an UDK viewport in order to be able to check the changes in realtime between 3dsmax and UDK.
Thanks to the MaxScript sub-forum at CGTalk, there are a ton of useful bits of code that I have learnt from!
is there a download anywhere for this? have you released it yet?? I started using max a bit more and would love to use this :P even if it's just a beta
is there a download anywhere for this? have you released it yet?? I started using max a bit more and would love to use this :P even if it's just a beta
Not yet. It's still not at the point where it makes sense to test it, honestly.
However I've been working on a "fibermesh to spline" script that I'll be releasing for free very soon!
Yes! It's quite simple! It actually surprised me that something similar was being sold for 20 bucks.
I also forgot to mention that it's not encrypted, so yeah, feel free to have a look! Any tips are welcome! I'll be trying to improve the time it takes to calculate the splines.
I like the Free/Open Source Mentality. That's my approach as well. Other people share their knowledge of scripting, and I borrow from that/learn from that. I'm not trying to take that and make money.
I'm working on a backface culling tool... Limited utility so far but still fun to play with. Hope to eventually be able to apply it to a camera path and delete any faces that are never seen along that path (useful for in-game cinematics)
working again on ShoeBox, some current improvements
Right now I am preparing the SWF grabber for a beta release for which I improved the debugging display for the tweens and frames. Some things are still a bit buggy like flipped movieClips and some hide/show elements but its getting there.
I haven't released these things yet but I hope I can do so soon.
autoClick - you can add an dialog name (e.g. "Relax Tool") and a button name (e.g. "Cancel") and during the script is active it will auto click this button when the specified dialog comes up. If you don't know the dialog name you can hit the "sniff" button and open the dialog and it will copy the name. I save the configuration so after restarting the script all the setup is still there.
Will help my workflow because during every export to our engine i have to click at 2 dialogs and that's just annoying.
autoClick - you can add an dialog name (e.g. "Relax Tool") and a button name (e.g. "Cancel") and during the script is active it will auto click this button when the specified dialog comes up. If you don't know the dialog name you can hit the "sniff" button and open the dialog and it will copy the name. I save the configuration so after restarting the script all the setup is still there.
Will help my workflow because during every export to our engine i have to click at 2 dialogs and that's just annoying.
You should have a few templates to choose from to give people some ideas like using it on exporting.
I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty things, given that you support checkboxes and menu calls. But maybe there is even more potential here, automating stupid max stuff that drives us all nuts at times.
Did you know that with maxscript you access most of the exporters yourself? For my projects I write a custom script that creates a snapshot of the selection, centers it to the scene and then exports that to a FBX, OBJ or whatever file with custom settings for the export.
^, Templates would be nice, good call. Also like he said, being able to do checkboxes would be very nice as well. Or even, show a menu, set some checkboxes, and click a button all in 1 go.
This could be really nice for RTT, where you could create a template for a normal map bake, where you would manually set it up once, save a template, then in your UI, select the template and click Load, and it does it all in 1 go.
But this could be expanded to things like setting Chamfer settings maybe in EPoly, or Connect, ect. But I'm not sure if you can easily access those things. I am pretty sure you can with C# methods or hooks, and use the built in max methods like you have to get the Window Handle.
renderhjs The exporter we're uing is an external collada which i think has no "silent" option when in comes to exporting.
renderhjs & mLichy Checkboxes would be nice of course but i have no idea i just used some functions which Max brought and packed it into a user friendly interface. Besides from exporting i'm often annoyed by clicking away e.g. the "stitch selected" dialog when making UVs. There i don't need to setup checkboxes or values because they are all fine - but Max just asks again for every stitch I tried to script it but the result wasn't the same. Sometimes i used the maxscript stitch and it looked totally weird during it was perfect while using the dialog stitch. And now i got the tool to take away this - enough for me Hm in my case the chamfer settings for example are stable after setting up them once - until the next Max restart...
There was a interesting thread on CGTalk, where DennisT I believe decided to check for a button BG color in order to know its checkstate. Although this wouldn't work in a normal situation.
Just an interesting note: I was struggling because my Script didn't hit a "Yes" button and it was because the "Y" is underlined. When this happens you have to check for "&Yes" instead of just "Yes".
worked on a new site for ShoeBox with a liquid layout in html http://renderhjs.net/shoebox/
also preparing things for a bigger launch with more templates and tools to ship. Ideally I can squeeze in my texture grabber project as well.
I do find the text pretty hard to read though in your UI. Monitor contrast/brightness will affect this, and I know the Icons are really what you should look at/use, but I have to squint/put my face up to my screen to read what they say.
In this video you can see how both viewports are synced. I've also been able to sync selections, but it's not shown in this video, it still needs some polishing.
Here I'm showing how the tool imports meshes from UDK to 3dsMax with a click. I'll speed up the import process later on.
Also selecting an object in 3dsMax will select the equivalent in Unreal!
You guys... are seriously amazing. Do any of you have any books or video's you recommend for Maya or Unity? I just finished looking through this whole thread and didn't see much, just links, which I've glanced over but they are a bit too far over my head. I'm looking for anything from books talking about the different types of lighting, for example, to more technical know how (code examples, theories, etc). Amazon seems somewhat lacking with these types of books. Or perhaps I'm looking for the wrong thing?
I'm guess I'm just lost on where to start. So much cool stuff to learn, so little time.
You guys... are seriously amazing. Do any of you have any books or video's you recommend for Maya or Unity? I just finished looking through this whole thread and didn't see much, just links, which I've glanced over but they are a bit too far over my head. I'm looking for anything from books talking about the different types of lighting, for example, to more technical know how (code examples, theories, etc). Amazon seems somewhat lacking with these types of books. Or perhaps I'm looking for the wrong thing?
I'm guess I'm just lost on where to start. So much cool stuff to learn, so little time.
EDIT: Just ordered this book. I'll let you know how it is.
You should check out http://tech-artists.org/ if you haven't already. Lots of good resources here, from starter to advanced.
@Eric: I just came across tech-artists.org yesterday evening while looking for reviews on that book. Great site! I'm definitely going to start lurking there.
@Haiddasalami: Thanks, can't wait to start reading it!
Ever since you posted this, I have been using it and HyperDesktop to instantly screencap and post images of any problems or cool things I need to demonstrate.
Replies
That's awesome mLichy! It would be very useful in combination with another script I'm working on.
UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together.
I think I already posted this video some time ago:
UDK Sync 0.2 - YouTube
To sum it up. You can take advantage of all kinds of placement tools in 3dsMax.
In that video I had both windows side by side, which was a bit inconvenient. So here is my attempt at fixing that:
UDK Sync 0.3 Preview - YouTube
Here I'm experimenting with replacing a 3dsMax viewport with an UDK viewport in order to be able to check the changes in realtime between 3dsmax and UDK.
Thanks to the MaxScript sub-forum at CGTalk, there are a ton of useful bits of code that I have learnt from!
is there a download anywhere for this? have you released it yet?? I started using max a bit more and would love to use this :P even if it's just a beta
Not yet. It's still not at the point where it makes sense to test it, honestly.
However I've been working on a "fibermesh to spline" script that I'll be releasing for free very soon!
Here is a preview:
[ame="http://www.youtube.com/watch?v=6rP2yKhcd1s"]http://www.youtube.com/watch?v=6rP2yKhcd1s[/ame]
you can't do that, you should ask 50 dollars at least!
j/k good stuff man will come in handy for sure
I also forgot to mention that it's not encrypted, so yeah, feel free to have a look! Any tips are welcome! I'll be trying to improve the time it takes to calculate the splines.
renderhjs, that looks awesome!
Before
After
colorblend.jsx
Right now I am preparing the SWF grabber for a beta release for which I improved the debugging display for the tweens and frames. Some things are still a bit buggy like flipped movieClips and some hide/show elements but its getting there.
I haven't released these things yet but I hope I can do so soon.
gj
slum: cool script
Nicely done! I'll be trying this later today.
Thanks a lot for this feature, does save a bunch of time when you have to put details on to a uneven surface =D
You all are doing pretty great work here, keep it up!
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.
Will help my workflow because during every export to our engine i have to click at 2 dialogs and that's just annoying.
I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty things, given that you support checkboxes and menu calls. But maybe there is even more potential here, automating stupid max stuff that drives us all nuts at times.
Did you know that with maxscript you access most of the exporters yourself? For my projects I write a custom script that creates a snapshot of the selection, centers it to the scene and then exports that to a FBX, OBJ or whatever file with custom settings for the export.
This could be really nice for RTT, where you could create a template for a normal map bake, where you would manually set it up once, save a template, then in your UI, select the template and click Load, and it does it all in 1 go.
But this could be expanded to things like setting Chamfer settings maybe in EPoly, or Connect, ect. But I'm not sure if you can easily access those things. I am pretty sure you can with C# methods or hooks, and use the built in max methods like you have to get the Window Handle.
renderhjs The exporter we're uing is an external collada which i think has no "silent" option when in comes to exporting.
renderhjs & mLichy Checkboxes would be nice of course but i have no idea i just used some functions which Max brought and packed it into a user friendly interface. Besides from exporting i'm often annoyed by clicking away e.g. the "stitch selected" dialog when making UVs. There i don't need to setup checkboxes or values because they are all fine - but Max just asks again for every stitch I tried to script it but the result wasn't the same. Sometimes i used the maxscript stitch and it looked totally weird during it was perfect while using the dialog stitch. And now i got the tool to take away this - enough for me Hm in my case the chamfer settings for example are stable after setting up them once - until the next Max restart...
Edit: This might be worth a look too.
http://forums.cgsociety.org/showthread.php?f=98&t=1010482&highlight=window+checkboxes
http://renderhjs.net/shoebox/
also preparing things for a bigger launch with more templates and tools to ship. Ideally I can squeeze in my texture grabber project as well.
I do find the text pretty hard to read though in your UI. Monitor contrast/brightness will affect this, and I know the Icons are really what you should look at/use, but I have to squint/put my face up to my screen to read what they say.
In this video you can see how both viewports are synced. I've also been able to sync selections, but it's not shown in this video, it still needs some polishing.
[ame="http://www.youtube.com/watch?v=eWDoP9FwkaA"]http://www.youtube.com/watch?v=eWDoP9FwkaA[/ame]
Are you a Wizard?
Here I'm showing how the tool imports meshes from UDK to 3dsMax with a click. I'll speed up the import process later on.
Also selecting an object in 3dsMax will select the equivalent in Unreal!
[ame="http://www.youtube.com/watch?v=dypf99Nw98I"]http://www.youtube.com/watch?v=dypf99Nw98I[/ame]
http://www.aperturecutscene.com/
[ame="http://www.youtube.com/watch?v=CpZJuZUCWvw"]Aperture Cutscene Editor - Interface overview and basic cutscene - YouTube[/ame]
I'm guess I'm just lost on where to start. So much cool stuff to learn, so little time.
EDIT: Just ordered [ame="http://www.amazon.com/gp/product/0123785782/ref=oh_o00_s00_i01_details"]this book[/ame]. I'll let you know how it is.
Keep up the good work guys, some really impressive stuff going on!
You should check out http://tech-artists.org/ if you haven't already. Lots of good resources here, from starter to advanced.
That book is really good. Definitely recommended.
@Haiddasalami: Thanks, can't wait to start reading it!
What program do you guys use to capture them and make them tini-tiny?
http://www.cockos.com/licecap/
Just wanted to say the "[ame="http://www.amazon.com/Maya-Python-Games-Film-Reference/dp/0123785782/ref=sr_1_1?ie=UTF8&qid=1332420538&sr=8-1"]Maya Python for Games and Film[/ame]" book is indeed amazing and worth checking out, even for those who already know a thing or two. As a learner, I appreciate how it's written and the clarity of the examples. Get it!
Ever since you posted this, I have been using it and HyperDesktop to instantly screencap and post images of any problems or cool things I need to demonstrate.
This shit is the bomb. :thumbup: