[ QUOTE ] the checkerboard is very useful to show on the model in the viewport to see how stretchy it is, etc. I don't know how to make it default to the texture, especially because you can have one object with multiple textures. . . [/ QUOTE ] Now if the checkerboard had some indication for direction it would be useful.…
I tried to get Chat GPT to modify the script to not only remove duplicate sub-object ids, but also remove them from the mesh, but it wasn't able to sort it out. Maybe someone who knows MaxScript could fix this? ( -- Get the selected object obj = selection[1] -- Ensure the object is valid and has a Multi/Sub-Object material…
small macro script to display the number of tris in an editable mesh (I know there's shortcut 7 key but it defaults to a load of bolloxs, besides it's easily extended to show a range of values.)
Hi guys Im using a sample script by Ryan Medeiros his site can be found here I modified it and it compiled fine. Now my question is how do i use this script to influence objects? My level has two cylinders and i need the to attract and repel based on the script. However i do not know how to attach the script to the…
To change the clothes your character is wearing in-game just change the player model's material. You could perform this action on a button press. Just write a script with a public function, get a player reference, get the player's material renderer component, and then change the material to something else. For the weapon,…
If you want to get into programming, or are just even thinking about it, then why not find something that can benefit you art as well? Why make the two seperate (though they would probably stay within games if you are focused on the industry), and instead use it as a supportive skill. There are tons of different ways you…
Yes that. The underlying model format for a lot of relic's stuff is the same. There's one fan out there who made a whole ton of tools. One of which is a model converter script for 3ds max. I had to modify the script a bit to get it to work right with current max versions, but it still did the job of bringing the models…
uvLayout, anything else compared by it is just poor in performance, features and workflow including all specific UV tools that are on the market. But if you are just after relaxing its not worth the hefty price,- maybe then instead go with Roadkill, existing max/maya relaxing tools or like mentioned above the Crazy…
The majority of artists don't have issues with the way the tools work, at least not to a point that they would stop making art and go write scripts and tools. If you have twisted and poorly organized UV's that's mostly a problem with your workflow. How you make something can vastly affect how the UV's come out. If you…
I've had quite a lot of luck moving things with FBX between Max and Maya, it's pretty stable for most things by now, I've found... I wrote a script at work for bringing stuff in from Max where in Max it'd only export the base level meshes (no Turbosmooth or any modifiers which exist in Maya as deformers like Bend, Twist…