I'm having the same problem. Weird. Here's a script that can help you out in the meantime. Select any number of objects and it will set the Y location of the pivot points to 0. { string $sel[] = `ls -sl`; for ($obj in $sel) { select $obj; float $pivotLocation[] = `xform -q -ws -piv`; xform -ws -piv $pivotLocation[0] 0…
I always work in 2048s and rez down and put a sharpen script to make it tighter. Why? Because you never know when you need to have a nice hi rez production shot for an ad or a trailer or something. Or for cinematic purposes. I just don't want to leave myself in a situation where I am going to have to uprez something.
Bigpet, you said on your guide about 2 ways of compiling the flexes, one with the dmx and another with a VTA and a smd file on the second case, do i need to make the smd files save all the frames with all the shapes or the vta should handle that for me? also i tried with dmx but every attempt with valves scripts crashed my…
If you only changed the geometry, you could create a small script (a sequence of MEL commands basically) that imports (or references) your new skinned mesh, duplicates it in the bindpose, skins it to your animated rig and copies the skinweights of the imported mesh. You can then run this over all your animation scenes.…
@Obscura Doing this in the material isn't going to work as the lanterns and the rope are different materials, and they are instantiated along the spline. Is there a way to get this movement in the blueprint itself either through the construction script or the event graph? I have several of these splines with different…
Yes! Are people really that unfamiliar with The Neverending Story? I'm pretty sure I could quote the entire script pretty accurately and I haven't watched it in around 20 years. And yeah, I do like me some Soul Coughing, particularly that track. I've actually been toying with the idea of doing a model of The Eskimo.…
We used to do something similar in Left 4 Dead; one of the guys made some scripts so you could spawn props and rotate them, so we'd spend about an hour on a map building forts, then release the zombies and fight them off. That was loads of fun so I'm really looking forward to this, and the construction system looks great.
Are you doing it manually? Usually when I want to edit normals, I always want to do the same operation (align towards or outwards from the selected face). If you're in Max and not using it already, you should check out SyncViewS script from this thread (link in his last post):…
The relationship between verts and UV verts isn't 1:1 so (at a guess) it has no idea which verts you're trying to weld together and doesn't bother trying. I expect you could write a script that welds the first selected vert to the second fairly easily but building a new target weld with gui is probably a bit awkward (if…
Oh myyyyy! I should probably take a look at MaxScript myself one of these days. Currently in the middle of trying to undo Bethesda's shoddy static batching for a specific game level, 'n' don't want to break me focus right the now. I'll come crying in a wee bit, if I get confuzzled when using the script. Tah once again!