Hello! Has anyone come across a method or script that will allow someone to quickly flat map UV's based on the meshes smooth groups? So rather than an angle threshhold, the flap mapping creates UV islands based on your meshes smooth group? Possible? Done before? Any info on this would be appreciated. Thank you!
I was trying to make a toggle function between different snap angle values, but much like this thread says from 2008, there isn't a variable listed in the Max documentation under the snapMode struct page, nor does the MaxListener pick anything up. Is there a way to modify this value by script nowadays, or no there's been…
Ah ok. I focused on the "open" in your screenshot. Did some quick google and there seem to be multiple batch import/export scripts available on Scriptspot. Can't vouch for their functionality. Worst case you can assign a shortcut to your export, export them to one folder and replace them afterward? That's all I got for…
katana, thanks! Hi there! I'd like to represent you the tool for creating curves from tubes for Maya. Its main advantage is easiness of using. You may just select the geometry and the script will analise selection and create curves where it's possible. You may even select a group or tubes merged together. ArtStation -…
Even in that situation, the important part isn't really knowing Houdini in particular, it's understanding procedural asset creation. Someone who is skilled in making procedural assets in other ways (like through Python scripting within Maya, or by writing tools for use within the game engine) is also gonna have a pretty…
Currently modifiers are unsupported, as mentioned here. If you need to preserve the modifiers stack, you could clone and collapse your object. When you are done setting the Smoothing Groups in this new object, you could transfer them to an Edit Poly modifier on the original object with the help of a script. That's the…
Windows 7 64 bit, Q6600 and 8gb ram. I can double check the driver version I'm running but pretty sure I updated it to the one BF3 forced me to get. @oxynary: I don't use max as a modeling package but just using it to play with maxscript and analyzing scripts. Havent had any problems.
probably quite straightforward to do. you can script it, as long as the delta between the lods verts is not too crazy you will do ok with a closest vert lookup and copy the value over. have you tried projection modifier and project vertex alpha from the good lod to the other one? (it's the last rollout in projection…
Hey! Nice work with that moss.I usually use mesh layers combined with a shader with a cutoff based on alpha and falloff (done through vertex painting). Your way looks better but it probably consumes some drawcalls. I suppose that you use some merge script or something (or just leave it if you only pursue quality).
could just create the shape with a loft of 2 curves, cut it by hand with the interactive spilt tool. or draw out a rectangle with the right length and select the edge loop you want to curve, and use a tool like my curvyEdges script http://www.polycount.com/forum/showthread.php?t=131990 or use the bend deformer, or use the…