So the window that pops up is 3ds Max's MaxScript Listener window. If you start Max open the Listener and minimize it, then it'll only pop up in bottom corner of your screen. If you have a simple script you can use -mxs and the listener won't come up at all. There is no stdout, the best you can do is create a temp text…
Hey Brandoom, currently the only way Ive managed to see the weapon on the character after importing it to the SDK is to preview it in the sockets manager of the character. Later on I'll probably extract the Mason Man at arms mesh (if possible) and import him into UDK to get a good shot. I'd thought about adding the custom…
+1. On the SP side, it's been mentioned a few times already in the SP thread but layers should inherit the project's ratio, so you don't have to manually change each and every layer + parented fill. And that should also include making smart materials ratio-independent. Maybe if that's still a long way off someone can come…
I guess you could convert the vertex selection to edges and then apply the creasevalue to these. Or make a script out of this. Regarding this: I believe the new creasecontrol modifier in max 2015 allows this, watch some of the videos on the autodesk page. Then again, the autodesk implementation doesn't seem to use…
I do it manualy. You can you NightShade`s UV script, i saw in another topic someone use it to straighten UV islands. Results on your screenshots are looking much better. And yes, distortion... personaly i just fix it manualy :smile: . You have data how much your UV is distorted, just move vertecies (UV`s) until they had as…
You can export the assets manually by using the Bridge as a viewer and opening the containing folder of the asset(s), but the export scripting behavior that's part of the Bridge integration is subscription-based. The export functionality, which itself basically automates everything for the user, is considered part of the…
I drag the command panel out so it's two rows and use a lot of custom shortcuts. This is the only screenshot I can dig up without putting more effort into it... but something like this: (I also use a custom script to toggle off the bottom bars and replace it with GMT, I do that when I switch between modeling and animation…
hehe. I just compiled my little QScintilla based editor I wrote for learning purposes on OS X. Added some tabs and load and save functions. But I cannot launch my python scripts yet, like in SciTe...well if I have some time I might add that and share it....also I need to figure out how to tell Qt Creator to create x86…
The way i'd approach this is to have a shader that takes two diffuse inputs, one for your regular texture then another for your flowing bits. Then via scripting you can scroll the uv's on the second texture at a set speed. The shader would have to include alpha transparency for the secondary "effect" texture input, that…
Thanks for your answer, the softwares that i'm using at the moment are: Maya, Houdini and Nuke because i saw that they are pretty much the standard in the industry for vfx related works ( correct me if i'm wrong ), i also use Unreal Engine and Cryengine for in game particles effects. I'm also planning to learn Python for…