Finally can share a preview - 3ds max fast blockout tool done as a part of the keyHydra suite, customized boolean cutters and more interactivity by manipulating the operands right in viewport:
Thanks. Yeah, it should work on Max 9. Im testing on 2012 right now. But I would assume/pretty sure it will have the same performance overall across all.
matt, have you considered doing a 'save to library' option that exports a selection to a new max file and creates the thumb. could be a nice quick way of saving stuff as you work.
It shouldnt be too hard to lookup uv coords from a raycast hit in max right? I would probably implement this in unity which gives you uv coords for raycasts automatically.
following on from above.... a another scripted plugin cylinder (with proper mapping not the generic max stuff that fucks up the seams) with an added uv shearing for twisting effects any for anyone interested.....
I've been implementing my own com server for max (going through mxs can be a bit of a faff :) ) to add addition dev tools anyway it paid dividends straight away helping to get a better algorithm for find what in or not in a polygon not matter what the depth or heirarchy. now onto how to deal with intersections, my brain…
No Im not, but I thought about it. I've done it before in other tools. Right now its quite fast, in Max 2012 at least. Max 2010 its not bad though either. I disabled Undo to help with memory/perf, but I could do the disable/enable redraw as well for the hell of it. Thanks :D Oh, and since this screenshot, I added a Random…
Eh, if it works, it works! haha. That's what I have had to do sometimes, because I didn't have access/knowledge to C++ or whatever. Getting the handle is a good idea. I did something similar when doing an automated OBJ Import/Export from Max to Maya and vice versa. My hack was doing things like setting Max/Maya windows…
mrLichy - The tool i'm working on is very similar to yours, but I am building my tool for layout/designers who would like to either do block layouts in max,or just use max as their level editor. The premise of mine is simple enough: You define a blueprint mesh, and the tool will have several functions to grab data from…
[vv]75810969[/vv] been working on this script lately, we started it as a project for university over a year ago, but never came to really work on it. now we had to hand something in and while doing just enough for that, we came to the point where it actually started working the way we wanted it to. The script is written in…