Aye, it's easy - you can it with PHP or javascript. For javascript: <script language=javascript> <! if((navigator.userAgent.match(/iPhone/i)) || (navigator.userAgent.match(/iPod/i))) { location.replace("indexiphone.html"); } > </script> I'd be tempted to not use a different html page, just a different style sheet. for…
Ahh I see. [smarmy max know-it-all voice] Well, max does have the manual method to rig up and script things together using wire parameters and or reaction manager, expressions and maxscript. Its just nice to have some of it built into the tools so you're not stuck rigging it all up every time from scratch. It's like having…
You generally have the workflow right. You would then have to cut these pieces back into their respective objects after the bake. This way they all maintain their second set of UVs. This would likely be either automated, or script-assisted in most studios. We were doing a lot of this sort of thing the last place I worked…
Looks like I answered my own question. I found another script by someone to export using bones and skin, but I haven't tested it yet. Link Seems strange though, that some random user had to write a script to do something that should have been included in the SDK if Valve was really serious about helping the mod community.…
I want to replace all materials that share the same name with a single (selected) material instance. Not only the directly assigned materials but also nested materials residing in for instance; multi/sub-materials and corona layered materials and shellack and material blend material. The workflow would be: 1) select a…
I'm getting my stuff ready for UDK and I need to make my second UV channel for lightmapping. In Blender, this was super easy to do because of the 'Lightmap Pack' UV unwrap option, which maximized texel utilization for lightmaps. Here's an illustration for those unfamiliar: (Obviously for a real lightmap I would increase…
I just recently started working with the Substance Automation Toolkit, and found it to be quite intriguing. Just from some small automated scripts, we've saved a good portion of iteration time in our own project. I thought it would be fun to slap a small GUI on the scripts and make it (relatively) easy to use. It's…
Hi friends! I wrote a small script in the past which could copy/paste the position of a spline-knot. Nothing special. BUT i want to improve the script that makes it possible to copy paste a position of any object/subobject in 3Ds Max. The question i have: Is it possible to grab/set transformation values independet from the…
I found several Max scripts that seperate all elements to objects but none of those keep the mesh normals. The only workflow that keeps the normals seems to be this: -Clone the whole object -Edit mesh, delete everything but one of the elements -Repeat This is for Destructible chunks that I need to import in UE4 seperated…
i thiiiiink the projection modifier may be able to do this? not entirely sure. depends on what you want to do speciically, i never did thet "remodel UVs with quads, transfer attributes" in Max. but it has a source channel and a target channel, maybe it works? also textools and other scripts have the ability to unfold a 3d…