*shakes fists in the air* Raise up from the dead, thread! So, I found myself in the same situation others here, and being a big nerd I wrote a rudimentary userscript to auto fav threads upon replying. It adds a small checkbox under the reply textarea that can be on or off by default: I thought it might be useful for…
Not entirely sure if you have done this already but for dDo; Iterative batch processing. Create many variations of the same texture by incrementing (layers/functions/). So lets say you want several crates made with differing levels of damage. Once you have the base material sorted in dDo, It then creates variations of that…
Yep it is a scope issue: in first case myScript() is in global scope and the callback knows how to find it. If you run the first case, then run the second without restarting Max, the second case calls myScript() defined in global scope and not the one inside the rollout. If you want to call a function inside a rollout from…
idea... I was once working on a similar script that would rotate flattend UV clusters to readable directions, because often they appear flipped (180 turn or 90 or just random). It happened to many times that I stitched wrong verts because things looked right but were actually turned wrong or flipped on a axis. For that I…
I'm not sure I can test what you have going but lets see if I can help you structure things so they're a little more manageable and readable.(--Start of Script---------------------------------------------------DECLARATIONS---------------------------------------------------thePath = getSavePath() --get a path dialog to…
I just made a pixel processor function that also could have benefited from a loop. To simplify things I built the functions up in blocks of 32 pixels each and multiplied each variable in the block by the block number. This means for a 512 pixel wide image I only needed 16 blocks. For my function I only had 1 variable and 2…
Thats perfect dansher, thank you sir. Wow! In this advanced level tutorial, you will learn all of the steps necessary to build a fully functioning car rig in 3D Studio Max. This rig features working suspension, steering and body roll, as well as some functionality for drifting and powerslides. You will learn how to set up…
oh it's ok... I change some function... And I finally keep the lsit of the all file exported in the process.... Then I create a last function it's editing all files one by one... but at the end! Now collada is clean... this is crazy all the informations nobody mather there are in this export -___-... About the Pause…
Drag and drop on everything. See, in max I can drag and drop textures from explorer into my shaders, but I can't drag and drop animations. Let me drag and drop a selection of verts to skin weight copy function, let me drag and drop the data to a find opposite function, than drag that to a copy mirrored weights function.…
Not adding much to the thread sry, though wanted to mention this, in-case someone behind the scene actually did or does this. (pst, pm me. ;) ) Wouldn't that be the thing, in my naivety (or just not being very informed) i thought a coder C++ (+) person could "reverse engineer things (being illegal sure but for production…