Hey everybody. Some already have seen a screen of a project I made for school in the
"Tech Artist - What are you working on: 2010 Edition!" I am making this thread to get some feedback and suggestions for getting a better script.
Some info about the script/tool :
I will start by posting the screen I already posted.
![scriptscreen.jpg](http://img708.imageshack.us/img708/5850/scriptscreen.jpg)
This script is a new kind of UI for modifiers that is on top of your viewport. It is a liquid design that will always adjust itszelf to the width and height of your viewport.
How to use it?
- Instal the script ... (I don't think I have to explain this, hehe)
- For practice and explaining only, add a teapot and put a Symmetry, shell and turbosmooth on it.
- Keep the object selected
- Press the button of the script
- Press on the addbutton in the right bottomcorner of your active viewport.
- Move/rotate/pan in your viewport the let the UI disappear.
When you now press again on the button to launch the script you will see a new button.
You can modify this by rightklicking on the new button and giving it a name and a color.
- Then press save button
- Again rotate/move/pan in your viewport and the UI will dissapear.
!Now you have created a new custom button. You always have to have selected a object when using the new button.
You can make Max 39 Buttons.
Known bugs :
- When having a too small viewport, the UI will be damn ugly.
- He doesn't want to make a button from some modifiers. 80% of the modifiers works.
Next features :
- The buttons will also be able to save your settings of your modifiers. Like a turbosmooth of 3 and ...
- The posibility to also save subanims, like pivots and ...
Download :
http://www.scriptspot.com/3ds-max/scripts/uimod
About some weeks I am going to release a tutorial about how to create a UI like this.
If you can give me feedback on my way of script scripting. It is always welcome
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Greetz and I hope you like it.
Replies
Could you explain a bit more what this script actually does? It needs a summary like "This script makes a button for each of the modifiers on an object, so you can activate each modifier in sub-object mode." Or something.
What actually happens at this point. Like "The script then queries the object, and creates a UI button for each of its modifiers." Or something.
What does the Add button actually do?
Why do I need to relaunch the script? Is it because the object has to be queried first, then the script can create a UI for its modifiers?? And what does this new button do when clicked?
It would help to explain why the user needs to run the script with the object selected, press an Add button, then press a Save button. What does each step do exactly.
Can you download it now?
Wel first of all the script is the UI in general. But when you start it, you will not see a button. You will have to make your own buttons by putting some modifiers on a object, select it and push the addbutton in the UI. This way it makes a button that remembers all the modifiers on that object and the sequence of them.
Every time you make a new button you have to refresh your viewport by moving, rotation, ... That is because when you press the addbutton he is going to write data to a initfile. So the UI has to be reloaded to load up the new data from the initfile.
So the button for the script is only to toggle the visibility of the UI on and off. its best you assign a shortcut to the script.
And the reason why you have to select an object is because the script has to know to what object he has to add the modifiers. Or when adding a button, he has to know which modifiers he has to put in a button. But you will get a messagebox to warn you that you have to select an object.
I hope this makes it a bit clearer. if you want I can make a little video about how using the script?
thanks for posting this
I will also try to implement that you can link a script to a button. Someone requested this and I think it can be usefull.
If you find a bug or have a suggestion. pleas let me know
You could really push this much further than you have at the moment. Have you considered other formats for the layout of the buttons. A Maya style marking menu might be worth looking at.
Ok...I'm sold. make it happen!
[ame]
Also take a look at MZP Rucksack (from our own renderhjs)
[ame]
Found an other example
[ame]
Would also love to see a marking menu style layout instead of the current Quad style layout. Marking menus are so fast to use, once you memorize a certain tool location, you can access it very very quickly.
However your current script seems to be built for only adding modifiers to objects.
There is a bug... if I have the UI visible and I maximize the viewport (Alt W) the Add button either disappears or moves to the center of the view.
Another bug... I have BlurScripts installed, which includes the modifier NewNoise. After I add this modifier to your UI, when I click its button I get a script error. Does this occur with all third-party modifiers?
yes, he still has problems with third-party modifiers. Something I have to check.
Update will come after I finished my 2 exames.
Thanks for the reply.
Somebody already said using .net form
But I was hoping that I could keep my rollout
http://www.scriptspot.com/3ds-max/scripts/max-hotbox
EDIT: Its always good to put on your portfolio and stuff.
Now you can make a buttons from every modifier and you can save the values of the properties. Check it out.
Now I will be working on the graphics. Any request?
[ame]
Script can be found at http://www.scriptspot.com/3ds-max/scripts/uimod
Just a sidequestion. Is someone using this tool?
Also, to me its nice but limiting it to modifiers only is a shame, there's potential for external scripts/mel command here.... /me think silo.
That is not so much work.
If you got more request for a UI like Silo let me know.
I just have to know what features you want.
You are using maya ? I hope you see that I can only make this for Max.
Like BeatKitano said, the ability to link buttons to scripts, would be awesome
* Save and Load Presets : it would be a good idea if you can save your modifiers/scripts or whatever for another sessions.
* Another suggestion is to keep the button order vertical, and organize the buttons in pages. If it is possible, flicking through pages via mouse gesture would be great.
@CodeFather: Thanks for replying. The save and load is already in the script. Everthing is saved in an initfile called "DataModButtons". This is located in you scripts folder. If you want to use your setup on an other computer you just have to overwrite the file with your file.
Like you may have seen in my previous post I already have changed the design to a vertical layout. Would you like tabs for switching between scripts and modifiers ?
Because I am not so sure about the mouse gesture feature.
Greetz
http://i699.photobucket.com/albums/vv356/Nysuatro/updateonUimod.jpg
@SimonT: That is possible. I will implement it as an option in the properties.
For some reason I don't see the image you've uploaded.
Ok, that's great! 10x
Yeah but you can't set it to "When press DOWN space than..." and "When press UP space than..."
But that's the Maya toolbox works: it's just visible during you press space.
Can you see it now ?
It look better this way. I like how you moved the "add" button at the bottom of the column.
Tabs would be really nice way to organize things, to separate the scripts from the modifiers for instance.
It would be really nice if your scripts can mimic the way that Zbrush new brush palette works. This way choosing a modifier would be really quick.In the example below, you would just activate your script , than press "B" from the keyboard.However I don't know if it is achievable in maxscript.
It's not that it's not achievable, probably doable, note easily thoug, it's jsut that it eliminate the possibility to have letter shortcuts for 3ds max
A possible way could be switching of keyboardfiles. Then you have your standard shortcutes, but when running this script you switch to an other file. I will look into this.
[ame]
Script can be downloaded on http://www.scriptspot.com/3ds-max/scripts/uimod
Pleas let me know errors.
There will be coming a better video then this. But I just wanted to show to people what it could do.
There is an error popping out when you try to delete a script button. Is that only me, or everyone else got the same bug ?
EDIT: nvm, got it fixed. Download at http://www.scriptspot.com/3ds-max/scripts/uimod for new version. Thanks for reporting this bug.
One more thing I've noticed , it doesn't recognize .mse scripts and .mzp also.