always wanting to reinvent the wheel and having to create a lot of tri meshes where I have "no control" of where the polys would be I created my own quadify mesh modifier for max..... https://youtu.be/i6SlYOaLVVk it uses a "squareness" factor and the face edge angle for it's decisions it can also reject concave polys too.
Small Update on my Xnormal Tool for max :) Previously ON "XNormal tool"!https://dl.dropbox.com/u/167380/XnormalChecker.png Changed a few things: rather than baking 1 big list of xml files, it bakes 1 file at a time. This allows me to catch Xnormal "crashing" and keep the baking of other stuff. (with a nice message tellnig…
been working on some tools for my Ultima inspired tile based game in Unity.... - export tiles max script from max to FBX and render 2D sprites to be used in the map editor - bake script to automatically bake lightmaps for a set of tiles for a section of the map - wrote the map editor in Qt/C++. Tiles are organized by…
That looks pretty rad. What else are you thinking of adding/tweaking to it? For my own thing, I had previously said I made a small "first" maxscript for just quickly exporting all selected objects (center pivot to object and place on 0,0,0, export then re place pivot and position) to a folder in the same folder as your…
I'm no max pro but I just did that without maxscript and still generated animation keys. Just looks like thats how the tool works. You can pick how far along you want it and then snapshot it at that position if you dont want any anim data. CrazyButcher that looks awesome! Love the replay path feature
just like to say, i've been wishing for this sort of functionality for years! I know its for inhouse tools, but it'd be fantastic if maya/max/zbrush all had better update abilities - something like google market (update all!) or windows update for all scripts (and even preferences) would be amazing ahhhh, maybe one day...!
Viewport LOD visibility controller for 3ds Max, unlike the util version it works in real time in the viewport has a track options per controller dialog and can be instanced and set in mxs and uses several different strategies it also lets you grab the "current" viewport position as it's settings…
Yeah, except.. like I said BUTTONS EVERYWHERE §. That's something very annoying in max (I don't want to start yet another 3d app war please), for example, If I want turbos smooth on top of the stack and work on editable poly, I've to activate the end result button in the stack (or in the horrible ribon). I know that can be…
I'm using 2011 for now. 2012 just seems too buggy for me. Specially with the whole nitrous viewport thing. I know they have fixed a lot of things with the service packs, but there just a couple of things that are half-way-implemented. (DirectX materials crashing max for example). I think I'm just going to try to avoid 2012…
While I was working on a project and relearned some maxscript, I made a couple of scripts for 3ds max to help with some tedious tasks, such as exporting lot of models in one go, adjusting turbosmooth on many objects ect., and have uploaded them to my website, in case someone else might have any use of them.…