Polyhertz stole the thunder there 😁But@pi3c3My hero! I'd suggest making it scriptable if at all possible - recent versions of max don't seem to be crashy and shit when applying a modifier to multiple objects so I'd say the key to this thing's success is having a good enough featureset (or the ability to extend it myself ) to make me want to use it over the existing UV editor (being able to dock a sodding toolbar to it would be a good start)
@pi3c3 cool, I think the most requested feature for packing is being able to group UV shells as stacks that stay together and define a group of shells that stays together but doesn't stack. I got the UV shell grouping working in Maya using a hack in my UV tool, but I haven't found a way to group shells into their own containers that pack correctly.
Wow very impressive, that was always my dream to have a dynamic bevel back when I was still modeling things. How are you doing the actual custom bevel node, is it in the API or can a geometry node be created in mel?
Hi, I'm working on some scripts and plugin to help me with the interactive part for the curveWarp deformer in maya also with the GS_Curve Tools:
Here's a link on what I have so far:
working on a gradient custom win32 control (similar to max's gradient ramp) need some more intuitive gradient control for a few tools
(it doesn't look that shonky in reality thats the gif for ya ! and it won't be using the windows colour picker :) )
now with added opacity stops
playing around with an ambient vertex lighting routine.
vertical version with "universal" bezier ease
also added a popup slider for opacity
don't think a pop up colour picker is possible :(
All awesome for terrain texturing! what is this project you're working on ? (perhaps you're working on tools for the sake of the fun of it ? ) @Klunk
thanks, that one is kinda for the fun of it as we don't really need that kind of lighting... that said it may have other practical applications (possibly as a texture map) though the code is quite unreliable/picky/difficult to "tune" with differing geometry.
and in a max rollout.....
now I've got to make it do something useful :D
currently trying improve the stability of my shape cutter
with a view to release it to the public max aficionados
Oh wow that's neat, are you writing this all in Max script or are you using some other language?
thanks, its a modifier (c++)
Oh neat, that's over my head I only know Mel at this point.
@Klunk That's very cool! Looking forward to seeing more of this! I can imagine numerous situations where this would come in super handy :)
thanks, there's still a few issues ie why the random drop outs for example
soo - its basically a one line change for a genuinely good way to project mesh decals right?
working on a Radial Array Tool for maya. trying to make it as interactive as possible.
Have you tried using MASH for things like this? I think this could already be done with MASH fairly quickly. Your tool looks really easy to use though, nice work!
yes i initially tried to use MASH as a base for it. but unfortunately, MASH doesnt allow you to easily set starting point. Also it didnt allow for separate instances( only particle instancer) that retain rotation values.
It;s not all pretty pictures, spent the last couple of days creating a tool that generates a visual studio project for building max plugins (2010-2023) from a single simple xml file. #cuttingedge 😪
some volumetric ambient shading
the more adjacent "points" there are the darker the shading. It uses the boost rtree and then creates some spherical segments (basically and 18pt octahedron) to query the tree from each point summing and negating depending on the results you can vary the effect volume of each point and the segment range to vary the effect. I'm just randomly changing the points in the above example
Using a Python port of Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi random bricks):
PS: long time lurker, first post here ;D ... how come my gif doesn't show/play "inline" but I have to click on it?!
Hi all, I'm working on using a Python port of the Clipper Lib (by Angus Johnson) to clip Maya curves and use the result for extrusion (in this case to simulate semi-random bricks):
PS: long time lurker, first post here ;D ... hey, how come my gif doesn't show/play "inline" but I need to click on it?!
EDIT: Oh... I just had to upload it as image 😅
this is awesome, nice one :D