Not yet. I might get a new update out soon. I just fixed some other issues in my SuperGlue script today too. Edit: Eh, I decided to suck it up and do it. Should be all up to date/ ready to download on my site. Let me know if it doesnt install right or somethings not working right.…
Amazing work RenderHJS, hope that I will be able to use this in feature projects. Keg: damn writing own engine, hope I ll be able to do the same one day. Just released a new 3ds max tool : PistonMaker, a one-button-app for creating piston mechanics on your models. I am starting to focus my tool-development towards rigging…
a select intersecting faces mod for max..... operates on faces/polys/element with the option to hide "valid" faces/polys/elements... at the end I'm setting the min spacing of the emitter that generates the points that the mesh is created from. Have to say the trickiest part was finding a "decent" robust tri vs tri c code…
Klunk, your stuff is always amazing. wish i was still using max. I recently made a tool for maya, that extracts Panels from selected faces. working on an update to do round corners(bevel) as well. link to script https://www.artstation.com/marketplace/p/k8wg/maya-ktpolypanelextract…
https://www.youtube.com/watch?v=-QYlFmCvgBY Not sure if this already exists but I did a cool experiment with Houdini Engine to transfer data using a Python SOP. Testing spline import from Maya/3Ds Max/Cinema to Unreal Engine 4. The Houdini Digital Asset reads the spline/curve from the DCC app and converts it to a 'copy…
auto smooth spline for max, turns corner knots into smooth or bezier knots based on the in out vector angles, you can have balanced (equal length in out) and uniform (same length for all) options and a scaling factor. It was designed as a precursor for the resample plugin where the starting spline is made from mostly…
I've been working on a photoshop script that exports adjustment layers and then allows you to use them in shaders. Currently I only use it for a max viewport shader. This allows you to have the exported post effect from photoshop applied in real time to your viewport. Altough the exported table should also be usable in…
Working on a new way of installing scripts for Maya, called mayaZip It's a script package system, very similar to the 3ds max .mzp file, that lets the user install scripts simply by just dragging the .mz file to the viewport. Install Screen, displays after .mz file is dragged to viewport. Package Manager screen, lets the…
had a bit of a doh! moment and a humble brag ;) I wrote a documentation generator a while back to handle my MXS extension function libraries (i tried DOxygen but never really liked it's output). It basicaly works by using embedded xml snippets describing functions and it arguments but also as documentation within the code…
This is something I made a long time ago. Its a floating toolbar for max with customizable buttons. Its source files are stored completely separate from the 3ds max install directory so its really easy to setup with a version control system. I currently have it setup with version control at work so if someone adds a button…