I think its ctrl+w to weld selected, you might need to toggle on/off the keyboard shortcut override if it doesn't seem to be working. Also if your verts are far apart in the UW space (forward/back) you would need to either scale them flat (in UW space) so they are closer or increase the weld threshold. Click "options" in…
hi guys, i've been working on some content which use a hacked together script which imports model data from a game's files for use in max. the changes i'm trying to make are relatively minor, the main purpose is to combine it with a separate model. to give some context, i've imported a variant of a tank which forgoes the…
Hi there i made a script for automaticly assign a texture size based on the texel per unit settings. this is used for a lowpolymesh to bake with a highpoly. since the bake functions in max are a little limited, i implemented a port to xnormal as well. works pretty fine but there is a huge problem. to get the lowpoly mesh…
Having to learn Maya coming from Max I was really missing the super smart create script Pedro made So I'm trying my best to recreate it, being pretty new to Maya and python I'm sure this things can be done way more efficient and the functionality could be improved, so please feel free to post suggestions. I have developed…
Hi, I'm working on a script to place cylinders on selected faces for booleans. I need to place the first selected object into a token so I can call it up, but am confused on how I can bring the selection into a string to tokenize between the "." The script is meant to allow me to select adjacent components on a poly…
Hey all. I've been playing with the "grabviewport" script the Xoliul shader guys have on their site and I came across a problem I figured I'd try and fix, only I'm having no luck finding an answer to a maxscript issue. In their grabviewport script, it calls ResizeViewPort (a function of theirs that sets the viewport size…
Hello Guys, I am currently working on my Bachelor Thesis for which I am developing a textureless workflow with Unity and MayaLT. I wanted to push as much Vertex information into the modell as possible. As Unity supports only one Vertex Color Channel, I am running into problems. This single Vertex Color Channel is color and…
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…
There used to be a plugin for 3ds Max that would output UVs as vectors to a PSD file, to load in Photoshop. That was pretty nice, having vectors instead of pixels. Can't find it though, except this other experimental script: https://polycount.com/discussion/comment/920919/#Comment_920919