bitarray are pretty cool for some nice operation. so you dont have to run over a set of faces, edges or vertices. here a nice example to get a outline of a current faceselection works pretty fast :) function FaceSelection_Outline objtosel = ( local varfacelist1 = #{} local varfacelist2 = #{} local varedgearray1 = #{} local…
Sorry for resurecting this old thread, but I'm stuck with a similar problem: I need Max to return the number of Elements/SubObjects (4 in this test case). I tried getOpenEdges and converting these to FaceSelections and reading those but I'm stuck now comparing these to get the number of Elements. Am I on the right track…
Eric, yep it works actually really well. I did the same like rooster on several occasions and also recently rebaked a normalmap from a similar lowpoly to a variation with different uv's. Since I had to cast from the highpoly anyway I had a chance to compare. They matched up quite perfectly at least visually. Like already…
MEL thread response: FunkyB: Well the performPolyExtrude procedure keeps the original faces selected after being performed, but the saveSelection script makes it deselect them once done instead. So the procedure still works, but it loses its advantage over using a regular extrude command. Also, pics (These answer your…
@Matt Fagan @nervouschimp @Bertmac @witos and all New update has been released, check your mails, or re-download from Gumroad :) ****Update Log/ What's New? -Local Bevel on Faces/ Faces Shell using HBevel , NOTE : Not possible with Solid Bevel At the moment. PS : Beveling is getting better and better! -New exposed…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…