Like Mark said, scriptspot got some. http://www.scriptspot.com/3ds-max/scripts/detriangulator Found that a long time aggo. I never had the need to detrinagulate anything so it's up to you to find out if it fits your needs :p
http://home.insightbb.com/~jamestaylor/ is a link to a small collection of PS action scripts with a save TGA that will actually save over the old one. The only draw back is that it will open the tga in PS each time you save, but its a small price to pay imo :)
NightShade UV has saved me countless hours of my life: https://www.highend3d.com/maya/script/nightshade-uv-editor-for-maya and I still use the RoadKill plugin in conjunction with it for more organic shapes. http://www.pullin-shapes.co.uk/page6.htm
This seems to work. I'm not sure if there is a built in way to do it. Just select the instance you want to keep and run the script. if selection.count == 1 do( for obj in objects where (areNodesInstances selection[1] obj) and selection[1] != obj do ( delete obj ))
So in, max you can paint a spline on the surface of any other mesh or a collection of meshes. It's a bit like object scatter but leaves behind a spline instead of objects. There are a few scripts that do the same thing. https://www.youtube.com/watch?v=ZwHJgfdOFDw
If you still use v. 902 like me, Peter Stambach's Modo to Unreal baking tutorial: (Bools Kit script video: www.youtube.com/watch?v=EvTDOM7K81E) https://www.youtube.com/watch?v=Y8MS37pPQ68 https://www.youtube.com/watch?v=2vayNaWs_3Q
Thankz amaning and Ehsan ! Following your answer Ehsan, I saw a few posts on the subject, and I will suddenly make some tests to check the bake as it is ! I use the fabulous Quad Chamfer script, so it'll be easy to make change if necessary
that is something that would change placing haircards in the industry i guess, weird that noone evee thought about that?! Load haircards as archive with randomness and then simply groom as desired, i would script it myself but idk how to make splines/curved brushable/groomable
You might wanna take a look on this thing I made well: http://www.creativecrash.com/maya/downloads/scripts-plugins/texturing/c/nightshade-uv-editor It's free to use and will make a lot of the UV:ing process easier. More features comming soon.
Is it a mayabinary file or a mayaAscii file? if there's an error in the script editor with a line number you can save your file as maya Ascii and go and edit that line to be correct. Also try exporting the whole file to OBJ and reimporting the OBJ. This might also fix it.