Super simple tool i've made for 3ds max just to try out the c++ sdk for the first time (you can find the source code on GitHub ) The tool just save the materials of each object in the current select and later when you want the tool can restore the saved material You can also save it to a file an load it!! i have to admit…
rewrote my Unity export script that basically wraps multiple objects automatically into different file containers. I just hate how unity itself often clutters with OBJ or FBX files and I wanted a bit more structure so I can update specific objects or subparts without Unity forcing to work scene wise in 1 max file. I just…
Okay so first time posting here. I've started to become more interested in MAXScript and other stuff like this. But I'm a total n00b so let's start off nice and simple. I created a joystick controller creator/manager. The creation is a pretty standard affair and doesn't stray too far from Rick Stirling's tutorial in terms…
I made a Maya baking interface that uses Substance Batchtools for the main baking process and then Imagemagick for some additional functionality not available in Substance. The goal of the tool is to streamline and minimize baking setup time, also to get rid the need to ever leave Maya to bake. From my benchmark timing…
Hi - I'm not a tech artist, but I have a question about creating tools that hopefully one or more of you will be able to answer. The indie project that I'm helping with is using the HeroEngine and the included FaceGen mesh morphing software, and our team needs to streamline the mesh morphing set up and importing pipeline,…
Awesome stuff going on in here, especially you mLichy. Dont have Max on me but is the source code available for the shirnk wrapper and stuff? My end I have been playing with webgl and got phong shading model in. Using three.js engine to remove the extra crap needed to initialize webgl etc just so I can get down to…
You should have a few templates to choose from to give people some ideas like using it on exporting. I remember this buggy max version in which I had to reset the driver texture size to maximum to get normal resolution bitmaps in the viewport (2010). With something in this direction I could see potential fixing those nasty…
I'm also not tech artist and I've been doing lots of scripts but using MEL in Maya which is nice some simple things. I do know some very basic Python too and lately I've been looking into switching for good from MEL to Python so i was guessing that you guys are using Python but what i was curious about is how much in your…
I don't see why not... I mean, the workflow (at the moment) is basically: * Use hair and fur to create the hair you want, against a backplane (which will ultimately be your UV sheet). In the image above you can see i'm working on the second hair strip. * Convert hair to splines. Enable UV generation in the spline, give it…
as usual, my "tech" work is pretty simplistic, but here's what i'm doing. It's a tool which takes single segmented lines and builds geometry around them, as well as UVs, fitting them to a texture with some wire and a turnbuckle on it. I made this because doing all the wires on all the planes in the game i'm working on…