Thank you i will try this out. Also i was freezing the transformation so the location should not have mattered from what i read and watched about normal's, but i will try xnormals
Why don't you just make 2 scenes ? 1 for lighting with the attached objects and 1 for exporting with your 438 objects ? No need for a script that will broke all your transformations/instances anyway.
Ah, there we go. I knew there'd be a simple solution. It's a pity it kills the transform information. Would be cool to be able to keyframe it, but I guess we can work around that. Thanks Chronic.
I need each cube to scale on its own center even though they're all part of the same mesh I tried selection/pivot/transform and none worked like the extrude
You should be able to take reflection vector, use transform vector and go from tangent to screen, then component mask of R,G then *0.5 and +0.5 then use that as your image's texture coordinates
I forgot to make an update: So you were right, thanks for help! I selected tool that was causing troubles, went to Transform > Set Pivot Point, and then I could dynamesh it with no problems!
ooh, I found another similar one. Site is down too but they attached the file to script spot and it has a nice GUI http://www.scriptspot.com/3ds-max/scripts/copy-paste-transforms
thanks! yeah I thought about making this whole thing more organic.. where parts of the walls are straight and then slowly transform into rock walls or something.. I'll see where this gets me
hmm should work pretty much out of the box. do you have massive transforms on the object(s)? where is the pivot of your mesh you want to scatter in relation to the mesh itself?
Here is a gif showing the issue. As you can see all the history and transformations have been deleted and zeroed. Maybe it is an issue with my build of Maya, i will try it on a clean one tomorrow.