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…
there once was a script out there which had a solid chamfer option! but now it is not ^^ maybe anybody has a similar script or knows some script like that... it was called http://sourceforge.net/projects/bpt/?source=dlp here is the description: http://old.byronimo.de/docs/BPT/1.0/html/BPT_bevel.htm
http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id-0 http://emrahgunduz.com/categories/development/maxscript/detach-using-material-ids/ You can attach all your objects, then use Detach By Material using any of the scripts above.
i think the best way is to do it thru mel.. but it might take a while to create such a script. I can implement this in my Ninja_UV script. I have created alot of bake options in the script. [ame=" https://www.youtube.com/watch?v=_H3lJ3KeZZ8&feature=related"]Ninja_UV (Bake Textures Demo) - YouTube[/ame]
Hmmm, looking at the script; the actions you want to perform aren't defined as functions, just in button handlers. Not much in the script is put into functions at all; kinda bad script writing on his part. So, you'd have to break them out into functions and then make macroscript definitions for those or copy+paste their…