^ this might help: http://www.scriptspot.com/3ds-max/scripts/vertex-normals-stitcher @n00byzor Your convincing use of emojis in the video did offset the lack of generic dubstep beats, hence I've bought the script as well. Looking forward to playing with it ;)
what i'd do is model one rivet floating and use a script like object painter to place instances of it on the body. do one half then just duplicate and flip to make the other side. http://www.scriptspot.com/3ds-max/scripts/objectpainter
Same here... best way i could get is to switch to this script. In my opinion it gives you much cleaner results with less headache... of course needs some additional hand tweaking... at least better than train maker script.
i have a script for that that snaps the pivot to a selected vertex, the gizmo moves accordingly. check scriptspot for a search term like 'pivot to vertex', it's probably part of some script pack. don't have max close by right now to check, sorry.
Have you seen this script? http://mixescript.blogspot.com/2013/03/fix-intersections.html Another one http://www.scriptspot.com/3ds-max/scripts/physx-painter A fairly expensive, but amazing one http://www.scriptspot.com/3ds-max/plugins/automodeller-pro
I went to try and find that script that makes the UI for that and it can't be found. You can rebuild your own UI to inject your own options, and call to bake when ready. Found the file I think: scripts\others\mrBake.mel
Hi dr jekyll, Yes you can use flow for Wwise and HIK, but you can also do the same things in Lua script. The great thing about Stingray is it allows users to add game logic in Flow, Script, and source.
Great script. I like to save my Max files using the + button to save them in sequence instead of over writing the same file. Could this script be modified to save as 2012 files and to trigger to auto-save in a numbered sequence. thanks
autodesk should add the modifier concept of 3dsmax to maya - I can imagine that you script works well but still I would feel abit uncomfortable having to run a script constantly in the background. The GUI could use some simplicity
[ QUOTE ] One question though, which is better, Max or Maya? [/ QUOTE ] Max for modelling, Maya for animating...(I'm talking straight out of the box, no pluggins or scripts added)... ...otherwise if you go and download the right scripts and pluggins they are pretty similar...