Pior: tnx :) didn't know if anyone else would see any use in it i'm going to optimise it so it should go a little faster and i still have to fix some of the bad collisions it sometimes creates on a mesh. I also still have to implement the 3D option of the script which enables you to project the back points of a mesh onto…
crosspost spamming here from my own thread, i've just uploaded my flow map painting script, updated with the plugin finally included, and the performance problems should have been resolved. http://www.scriptspot.com/3ds-max/scripts/flow-map-painter please download and test :) also, the color values are still a little off,…
I have updated my xNormal script : http://www.polycount.com/forum/showthread.php?t=104791 I still have to add the support of cages and presets. About the preset, I was thinking about creating an empty transform (aka group) in the scene with a lot of custom parameters. So if you want to share your settings you simply send…
I've been working on a script to help automate the generation of the maps that Epic use for their hair shader found here: https://docs.unrealengine.com/latest/INT/Resources/Showcases/PhotorealisticCharacter/#hairauthoring It works by taking max hair and fur, creating splines from guides, converting those to geometry (so…
well the obvious advantage for me is that I get code completion and code highlighting. With JS and the other languages in the default SCITE text editor I don't have that. It has the best documentation so its easier to look up stuff. C# is also less forgiving, like it has a very strict code checking (flags even if you don't…
Im working on inventory and crafting, jetpacks are something you can make or buy :P MattLichy, that makes me realize how much I need to work on loading time. I wounder if there is a write up somewhere about how the minecraft dev got such fast mesh generation time, and how much data is actually loaded during any moment of…
the above code led me to revisit my cookie cutter code (trying to use max's editable poly cut routines was a fools errand, quite frankly it's a flakey load of rubbish). Anyway it's always easier creating new mesh from scratch so I delete the underlying in mesh and then fill in the holes. still a lot of stuff to iron out…
https://youtu.be/rMrx9lGzcfA been playing around with adding delaunay tri hull to any set of points in max, the video is a point emitter helper which when its converted to an editable mesh is converted to a convex hull based on the point set, the last changes are when the base emitter has min spacing turned on and off. The…
Thanks WALTER ! Took a few hours to work on something other than QuickPïpe.Always wanted to boolean objects super quickly so here is a GIF showing a small script (roughly 80 lines of code) that creates "Smart Bevels" without all the annoying stuff you would normally face in Maya's Bevel. Early WIP,might work a little bit…
thanks, Constrained Delauney poly2tri (though i've change some of the source code to work better with max) it's real touchy about duplicate points or points outside the constrained polyline (crashtastic :) ) otherwise it just a modifier that fills the spline with grid points and an optional border loop. I have another one…