SimonT wrote: »
Not sure about this is the right section for it, but it's a bit technical and i don't want to create a new thread for this small thingie. I hope some other people can save time by knowing this small option:
Scaling down/up uvs to make uv shells fit together is just annoying. I found out that Max is able to rescale the other cluster automatically (never used the stitch dialog because i always use a short cut on "stitch selected" where this bias isn't noticed AND the default option is 0.5 - problem!).
category:"Scripts That I Frequently Use"
global globDialogTitle = "Stitch Tool"
global globDialogButton = "OK"
function closeStitchTool =
local dialogs = #(DialogMonitorOPS.GetWindowHandle())
join dialogs (UIAccessor.GetPopupDialogs())
for i = 1 to dialogs.count do
if dialogs[i] != 0 then
if (matchpattern (UIAccessor.GetWindowText dialogs[i]) pattern:("*"+ globDialogTitle +"*")) == true then
UIAccessor.PressButtonByName dialogs[i] globDialogButton
DialogMonitorOPS.RegisterNotification closeStitchTool ID:#closeStitchTool_callback
DialogMonitorOPS.Enabled = true
DialogMonitorOPS.Enabled = false
global globDialogTitle = undefined
global globDialogButton = undefined
rollin wrote: »
so for what is this good for.. gives it an performance boost or just one kind of doing art in flash?
renderhjs wrote: »
I guess you missed this: http://renderhjs.net/bbs/polycount/voxel/voxel_engine_dmo_02.jpg
it's from the other page, for a voxel stylized game engine - these are just some early prototyping steps.
akramparvez wrote: »
Something that i have recently started learning, HLSL Shader for 3dsmax. Here is my first attempt at post process shader, Night Vision and Thermal Vision.http://www.youtube.com/watch?v=wXxdq_mFAzg