ya thanks for the hints, im thinking of trying to write some scripts to make some tools more context sensitivity, apparently modo supports python scripting which i got some basic knowledge off. right now im working on a script to combine all the edge loop tools.
Not sure what it could be, but you could try resetting Xforms and converting to editable mesh and back to editable poly. these scripts might be helpful http://www.scriptspot.com/3ds-max/scripts/transfer-uv http://www.scriptspot.com/3ds-max/scripts/morphix (only if the vert order has been changed somehow)
here is a script instead of a cryptic compiled code: http://www.scriptspot.com/3ds-max/scripts/quake-iii-md3-importer-public-beta Blender script (use it as a middleware?) http://www.moddb.com/games/quake-iii-arena/downloads/blender-md3-import-export-tool
Yea, I actually needed something like this script last week. I just never thought of searching for a script until this thread lol. Maya should have a lot of these tools but I guess the generous community giving away these scripts for free makes up for it.
Yes I should do something via script. However I didn't use the Unity's particle system for it, because I had used it for this effect before but I was not successful, I then modified the 2D Particle's script so I should do something with that script.
Number 4 "Planar" is a great mel script by Chris Whitaker - http://www.funkybunnies3d.com/tools.php Also number 1 has a great script too for Extracting/detaching/combining (if you dont want to use the Detach option like throttlekitty suggested) - https://www.highend3d.com/maya/script/free-smartmesh-tools-for-maya
Thx, that script is just not working for my problem files, they still turn it off but every other file that i open after it turn it on again which is already a big help. Maybe it could work if there could be delay before the script runs? But then again i have no idea how max script works.
I can have a look at a few scripts of TexTools and make them less GUI dependable. Most scripts are but the rotate stuff was for example because I was lazy. @PredatorGSR: maybe I can help wrapping some features into simplified standalone scripts so that you don't need textools at all as a requirement.
it seems Maya doesnt know where the mel scripts (and the shelf) that belong to the exporter are. They need to be X:\Users\Username\Documents\maya\20XX-x64\prefs\scripts and X:\Users\Username\Documents\maya\20XX-x64\prefs\shelves. You need to restart, so maya can source these scripts on startup.
Amazing script I would modify a bit script like so on btn_generateRockFromSelected pressed do( -- check if selected obj is not rock itself because it will be deleted -- and selection will be empty and script will crash for o in $ where o.name == "generatedRock" do deselect o if $ == undefined do ( messageBox "No mesh was…