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…
You can do this in Max already. A few hoops, but probably scriptable. Vertex Paint modifier has a soft selection button. Use that with vertex sub-object selection to flood-fill the gradients on your model. To bake it, put a material on your model with a Vertex Color map in the diffuse, then use Render To Texture. Viola!
working on a semi isometric tile based engine in unity as a personal project, a map editor for it written in Python/Qt and max scripts to batch export the tiles. Not sure where to go with it, but I got the idea when I stumbled over xu4. Also it gives me a concrete project to work on while learning Unity.
Hey, Yeah, I just noticed that too... so I've recompiled some stuff and updated my website with downloads just for Max 2012. If you don;t mind, try downloading that, un-install/re-install and let me know if it works please :) It should work fine now.... I hope!
turned into a dead end, it was based on some poly mesh boolean routines in the SDK which turn out too be far to flakey and unreliable and unpredictable to use in any kind of tool. The whole of editable poly in max is PITA bug ridden mess probably why there are so few quality tools doing this sort of thing.
playing around with a different triangulation routine I stumbled upon..... top is the new one, middle is the sweepline (which is what I tend to use though it's not without it's issues) and max's good ol' ear clipping standard bottom. You can get a similar result for the sweepline for the circle if you scale it down in x or…
Thanks, just copied some code from here and applied it to max's box obj code, the tricky part/ painful bit is porting the sdk 0 based indexing to mxs 1 based indexing and not running out of the room screaming when everything is a spaghettified mess :D I'll get round to implementing a c++ version sometime.
Nice. Since it seems like you guys have already covered boolean cleanup for Blender, Modo, and Maya, I went ahead and scripted it for Max. :) @Klaudio2U Your gif is 8mb, that's crazy. I don't know how you're recording, but maybe consider something like LICEcap to record instead, or some sort of gif optimizer.
Great Xnormal tools guys. I am also trying to do a xnormal custom tool but stuck at the initial bit. Anyone knows, if there's maxscript access to the Xnormal SBM Exporter for max? I have gone so far as exporting the sbm through uiAccessor but not able to close the window through uiAccessor. Any help would be great.
aaah snap I got too excited, I thought you had it out already! Render, how does your script behave so far? Last time I checked it out it looked a bit complex to setup. Honestly if Max allowed custom sized icons and expandable/collapsable toolbars it would be close to perfect ...