Ok, I found the issue. My scene is in meters and the script assumes centimeters. So it was working - it was just moving the vertices 100 times too far. Now I just need to track down how to make the script run Working Unit agnostic.
Hey everyone, I'm back on track! B) First of all sorry for the late response, I've been quite busy lately... Well, it probably won't have mesh input or any kind of physics, but these are definitely some great suggestions that I've got to keep in mind for future possible upgrades! Let me tell a little story about how I came…
XRef's can be a bit buggy. Pitfall 1) Sometimes they'll stop updating when you update the source model. So its normally best to wait until you're done with an asset before placing it. If you're in and out of the source file making edits, there's a good chance it will freak out. When it does freak out, you'll close the…
greetings EDIT BEGIN The plugin/script comob is out now, hopefully it is useful to some people. The plugin comes with sourcecode if someone wants to recompile it... http://www.planetquake.com/polycount/cottages/crazybutcher/code/_3dsmax.html EDIT END as vertex colors/alphas are a mighty thing, ie in game you can blend…
Hello everyone, I have 6 different Technical Artist roles working on respected AAA-titles throughout the Pacific Northwest and I'd love to share them with you! Here are some brief summaries of each position: Redmond/Kirkland, WA, USA Technical Artist (Shader- or VFX-focus):* Shader-focus: GLSL, HLSL, custom shader creation…
this game is just driving me insane !!! 1- the game is very long 2- Characters are so attractive as design , and there animation is smooth 3- all the music tracks never gets old 4- an amazing story 5- a lot of characters , not like most of the games where you see a lot of duplicated stuff 6- backgrounds are pre-rendered…
Hey folks, So after a good reception for my Batch OBJ Tools for 3ds Max, I sat down today and wrote one for Maya too. I'm happy to present mopMultiObjTool script for Maya! You can download mopMultiObjTool.mel here, or by right-clicking on the screenshot and choosing "Save Link As": This one has a slightly different feature…
For the verts, you can access whatever info you need with a bit of scripting or knowing where to look. Houdini verts Blender verts Max and Maya are similar, you just use a bit of scripting to print them out to whatever file you want.
Yeah too many objects and rendering with GI. I have to do it in one render pass. I've found a script that could be interesting for detaching automatically: http://www.scriptspot.com/3ds-max/scripts/detach-by-material-id Not a solution at all, but better than nothing.
Slightly related: Can max now rebake normal maps to another uv layout and 'rotate' them correctly in the process? Also for semi-automatic rebaking, here's s a script that worked out fairly well: http://www.scriptspot.com/3ds-max/scripts/remappsd