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…
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…
finally finished a set of C#, python and max scripts to establish 2 way communication between python and 3ds max (thanks blur for taking down your 3ds max/python stuff :( ). First I tried COM objects but this didn't prove practical because I had problems with multiple instances, python Qt windows never stayed on top of 3ds…
https://www.youtube.com/watch?v=h9t8IpvotcU I started working on a burning wood shader in UE4. I want to be universal enough to publish it on Marketplace. My to do list: * of course several types of wood + a lot of presets * option to auto set tiling by scale * FX: flames, sparks, hot air * spawning emitters automatically…
A few months ago I started building myself a 3D engine from scratch, geared 100% towards making games. Well - the engine is almost complete, and this thread would be a good place to post some demos. I joined polycount to learn more about the level design and modelling side of game development by the way. My engine has been…
Thanks! :) Actually it is also planned. Not just the current features, but a proper maxscript and c++ API. Similar to the polyop system, but it will be uvrop. :) The current system let's you dump a lot of data from the UVR and also let you to modify them. The plan is to create a fully scriptable system which is efficient…
part of ShoeBox, I am researching right now some alpha masking tool that tries to extract a straight alpha source (RGBA) out of a matted or flat (RGB) image. It works by etheir providing a 2nd image without the object you want to extract or estimating the background e.g a solid or even background color. Right now I am…
Almost done with this.... finally :P. Got it all working now, seems solid. I just want to try and get better camera angles for the pieces if I can, which I think all I need to do is learn/figure out how to set each Objects Local Pivot's Y to Straight up (Z) , and use this look at controller setup to look at the perspective…
Yeah, Spline could prob work the same way. I was thinking about adding an offset slider. I'm going to work on it more today. Ill look into splines. The main issues I've had are/were just saying how to go about projecting verts. Right now I have it setup to only simulate on the start of the tool, then it only keeps working…
Cheers. Oh, the extra 1 (361, 1001) is actually the debug grid itself, a 5000 triangle plane. e-freak - Finding which grid node you're on is ridiculously simple, that's one of the reasons I like grids. You already have the grid segment size (gridSize / gridSegments) - so you simply find out which column and row you're on…