@Swordslayer - still not work man, it even gives an error and crashed the script. What does it do actually? using #whole seems like fine to me. Also I notice that when I have modifier (example; turbosmooth) ontop of my Editable Poly object, the verts and edges count always return 0 eventhough I'm on the base…
What game engine are you referring to? 1. Most engines will attach weapon models to joints, tags, bones or some other such dynamic data attached to the player skeleton. You should never have to model more than one character just because it's holding different weapons. 2. Similarly they may have keyframe or scripted event…
your error tells you it's from line 55 (the first error). If you look there (line 55), your that's where your function 'changeCamera' is. You have a ';' (line 54) that needs to be taken out. Thats where your '{' line 55 problem is coming from. When I have script errors, if it's not obvious where they are, or what's causing…
I think there is a script to export to md3 that is supposed to be better than the plugins that were out there, so that might work. It might work since it's a maxscript and those usually survive to the newer versions. I think the script I'm talking about is the one for GMax but I have never tried it. The other way to export…
oh jeez. heh. Ok well if you are going to be altering the movement that much then the species thing isn't gonna cut it. If you want your players to be all crazy like spiderman/ninjas, you're going to likely need to make your own custom player controller and extend xPawn.uc to alter the movement functions you want. A couple…
TSM is solid, but the rig itself is pretty heavy. My favorite auto-rig script at the moment is Rapid Rig: Advanced. It costs $35 but updates are frequent (and free) and the author is really responsive to bug reports and feature requests. I used it to rig a fun character from the SDK thread here on Polycount and I'm having…
max 9 and 2009 are good and stable releases,- 2010 has some problems with the GUI as far as I know (or what I heard) autodesk even offers a PDF where you can transfer licenses from person to person so that you can use the patches and service packs and support for your version. So if you'd happen to buy a used license from…
The schematic thing works - just pop up a new schematic view, and all those objects show as ghosts. Just select them and hit the Delete key, and they are gone. For unused maps, I wrote a max script that clears the scene. This bit will kill EVERY material in the scene: fn kill_materials = ( max select all $.material =…
ah, thats a great idea Pior! right now (and this may not be final) the karts have turn_left, turn_right, and idle skeletal animations which are all blended by the engine. Animated UV's would make it look like the tread is moving, but right now we don't have any way too hook the scroll rate to how fast your kart is moving.…
in short: how exactly does the irritating uvChannel work in 3dsmax,- cause I got lost in its logic cant automaticly store/ recieve data. the long run: been working on my UV scripts and trying to bang my head into the channel stuff - but all I get is non working results. Each time I edit specifically a certain channel…