Hello! I'm working with a couple of friends on a small game (3 levels). We're testing our main level which only shows things like lasers, turbines, platforms, etc. During the testing of this level (and our game mechanic of time dialation) we noticed that there is a quirky bug with the camera and the ceiling. Here's a…
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…
There used to be a plugin for 3ds Max that would output UVs as vectors to a PSD file, to load in Photoshop. That was pretty nice, having vectors instead of pixels. Can't find it though, except this other experimental script: https://polycount.com/discussion/comment/920919/#Comment_920919
Nearly finished my basic port for 3ds Max. this little script can start xnormal, bakes high to low and can visualize the result via the Xoliulshader. hope i got not that much bugs. still new to max script :poly142: this tool only bakes one lowpoly in your current max scene. the highpoly has to be finished with some other…
I just realized this is going a lot deeper that I originally anticipated. I am definitely going to need some help with uscript to pull this off. What I really need is help scripiting a custom weapon first i think.
Make sure you convert your object to Editable Poly and collapse your modifier stack before running the script. On the surface a lot of the max modeling tools seem similar but they actually call different commands. Editable poly, is an object. Edit Poly, is a modifier. Edit Poly, is a modifier that is instanced across…
Sure no problem. I already had HL2 when I bought the Orange Box, to get HL2:EP1-2, HL2:Lost Coast, TF2 & Portal. It was a pretty sweet deal and a lot of people grabbed it because it got you into the TF2 beta a few weeks before it released. Any games you buy that you already have show up as gift-able. PM me if you're ever…
Here is a practical scenario. I am currently working on an asset that would benefit from some quick color ramp baking to existing UVs, with shading information either coming from a high or from the low itself. When I download the zip linked in the first post I get this : There are no installations instructions, no .py…
different way to snap pivot to vertex; (Slighty edited version of this; http://www.scriptspot.com/3ds-max/affect-pivot-and-center-pivot) ( Try ( max snap toggle pt = pickpoint prompt:"Click to desired location." snap:#3d $.pivot = pt ) catch() max snap toggle ) added the max snap toggle at front and end so you dont have to…
there have been a lot of threads in 2d&3d dealing with the painful learning phase. lot'S of scripts like that old target weld were mentioned already multiple times btw. there are scripts out there to make the marking menu context sensitive, giving you one key to press for the mm and a different mm depending on your…