Hi, with Max 2025 this script seem not work, saying that menuman is undefined http://www.scriptspot.com/3ds-max/scripts/loop-regularizer I have used since Max 2010… perhaphs there is no reason to use it anymore? there is a way to correct that script? it give error on installation of the script trying to add a custom menu…
been meaning to clean a multi pipe for orientation fer years, however all mah macros werk fine and keep me lazy. till that day... hope dis helps: cly_oriental.mel previews ( ps. use freeze transform or world space for default orientation reset ) //for a single edge selection whose orientation iz desiredglobal proc…
Would it be possible to do it with the Parameter-Editor and UVW-Xform too ? Because i dont know OSL or how to access it. I can connect the UV value to a custom parameter but how can I make it (the custom value) random ? And how to do it with only on material for all meshes, so that each mesh get different random UV…
Maps baked in Max should look perfect in TB2 with the max tangents, there were issues in the beta but those were fixed. A couple things though: 1. Make sure to triangulate your mesh, some of the errors in your first image are from loading a quad mesh, with TB triangulating differently than Max (the X shaped smoothing…
The crashing started after I added the extra stick of RAM and began using the February version of UDK. I am currently using March. Going to switch over to May right now and see if I still crash as consistently with that. I doubt its from overheating, as my temperatures never go over 70*C. Last night, withing 10minutes of…
If you rebake with new smoothing groups that may help your errors. Also are you triangulating you mesh manually? If you bake in one program and display in another there's a chance they will triangulate your low poly model differently and cause errorss when you go to display your model. I bet that if you use the cage…
sorry to revive from the dead, but I need help turning this code into python.. getting an error here: finalBorder [ len( finalBorder ) ] = curEdge # Error: line 1: IndexError: file <maya console> line 20: list assignment index out of range # Here is the code so far: import maya.cmds as cmds import maya.mel as mel objList =…
Damn you respawn for being the voice of my inner deamons! Your totally right. The shading errors are a side effect of some really bad work. I have been working around the problem, if you look at the first ss you can see how many shading errors there are.. I need to rebuild the low poly really. I might just cut it up and…
That's not what I'd call a pinching error; regardless, what's happening seems to be that the Maya's transfer maps is casting rays according to your game mesh's normals, which have explicit normals, thus resulting in the "gap" when the normal map is applied to the model. Separating UV shells on where vertex normals are…
ran an stl check on it and cleaned up any errors on the low poly. Also ran it on the high poly, the only errors on it are some open edges. Exported both again after cleaning them up and still have the same issue. I tried exporting as a 3ds an obj and an fbx. The obj is the only one that works for both meshes. The low poly…