thanks guys, it worked like a charm !!! MoP yep that's what i did, I'm a script noob so it didn't really occur to me at first, and yeah super useful for naming :D
i was thinking about the same thing last night. after much surfing on CG talk, highend3D and google, i've found...there is no readily available way to do so. not even a script hack.
well there you have it, your normals are locked in, its not smoothing groups defining the shading. i'd suggest to reset normals and set up the smoothinggroups again. dependent on your needs it should just be 3 clicks in a script such as textools.
I find myself having to constantly resize objects, whether it's models from other artists, or just mismatched units. I developed this modifier over the past year that has become indispensable for me, so I'm releasing it for free on Scriptspot in case others find it useful in their work as well. Youtube demonstration:…
Ah ha! Yes, the scripting bit is where it would be challenging for me since I've only used blueprint before. Time to switch into Unity then. Anyway, your links for learning stuff are very helpful, thank you!
I'm the only one who hates the transparency of the Cage on the Projection modifier when the Shaded checker is activated? There isn't a way to give some color or make it less transparent (some option or script)? Is hard to see the area covered by the Cage with that opacity.
Hi everyone, I've been wondering if anyone knows a script or a way to effectively delete garbage/empty groups from the outliner in maya. I'm attaching an example. I tried to use Optimize -> Delete empty transforms but it didn't work so.. yeah.. Thanks in advance!
Utterly minor thing - but one of the few things I've found a bit clanky in max is the poly creation. Has anyone ever written a script or plugin to match, say, the one in XSI? E.g. just drag from edge to edge rather than on a vertex by vertex basis?
Just a quick question about max patches. I miss using functions like 'align to view' and 'make planar' when using edit poly . Would it be 'reeeally' hard to make these work with patches using max script. I don't want to even investigate this if its unfeasibly difficult.
The title says it all. Bones are obligatory. Does anyone know technique of creation in 3ds max? Maybe some scripts to convert selected vertex to bones ? Looking for any good solution to create bone matrix. Please gyus, help me with this pain :dizzy: