Just edited the script and it now works fine. I have just tested it with 100+ models with 170 polys each. I think that the problem with the script is when the script loads up it is defining the local variable as 0 so that when the script runs it thinks there is no objects selected. This is causing the button to be greyed…
I only really export/import .obj files in and out of max, but I'm growing tired of having to scroll down the drop-down list to find obj everytime. Is there a way of bumping obj files to the top of the drop down list?
OBlast, it all depends how nicely the sbm and obj were exported in the first place. If I understand correctly SBM can potentially store EVERYTHING needed. Normals, Tangents, and maybe other things I am not familiar with. Kindof like an ultimate 3D format. OBJ I am not sure, it *might* not export tangents at all. I think…
Im saying though maybe that order changes only for imported objs. I think a good test of this would be a max user importing and exporting a obj versus importing a dxf and exporting a obj to see if its Maya or Zbrush that is the problem.
I was able to get back to it last night... and I made the toggle. This will toggle the turbosmooths in a selection on or offfor i in $ do if isproperty i #turbosmooth == true do if i.modifiers[#turbosmooth].enabled == on then i.modifiers[#turbosmooth].enabled = off else i.modifiers[#turbosmooth].enabled = on The script…
Methexis - DDO supports one OBJ per project but multiple meshgroups per OBJ. When you use an OBJ with mulitple meshgroups you need to set inputs for each group, and each group will be handled as a separate project. Hope this makes sense :)
None of these parts or pieces were created by myself and I claim no rights to this art work. All art was created by Crashmgn and Insania Here is the link to the original post on Z Brush Central that this work was shared on. http://www.zbrushcentral.com/showthread.php?177870-speed-sculpting-massacre/page27 It is a free kit…
Here's my Maya to Xnormal workflow using custom cages. It should work every time. 1. Export your highpoly mesh as an .OBJ file. An export straight from Zbrush is fine. 2. Export your lowpoly mesh from maya as an .OBJ file. Check that the .obj export settings have both normals and smoothing checked "on" before you export.…
Yeah, the maxScript reference is not for the faint of heart. I'm getting better at decifering it, but sometimes I still don't know what the hell it's trying to say. It's getting better though as Bobo has been adding more examples and better explanations of certain concepts. The Discreet webboard is a really good place to…
If your subtools are exported out as OBJs, and your lowpoly models are also OBJs, then yes Backstube and Packstube will help you automate the whole process.