thanks, Constrained Delauney poly2tri (though i've change some of the source code to work better with max) it's real touchy about duplicate points or points outside the constrained polyline (crashtastic :) ) otherwise it just a modifier that fills the spline with grid points and an optional border loop. I have another one…
Well! I totally forgot to post it here, but here it is! I have worked on this one for years and now I have reached a relatively ok level. Fast and it's getting more and more reliable. It's now in beta phase, so you can even try it out. :) Here you can read a bit more about it 👉️ https://rapidmxs.com/store/uvreactor/
Thanks for your input. I agree. I think it makes most sense to have it in the tool palette. The thing that is giving me pause is that if I make a SubPallet it goes at the very bottom of all the other menus. Also, I believe you have to have a Tool already selected to activate the other menus in the Tool pallet. With all…
Haha, I was a bit tired when I wrote that... :poly136: I will post an usable version soon, I have added the FBX/SBM format and I'm working on the blocker files.
I wish I could but I don't know the Maxscript language. :( (And I'm not a fan of Max unfortunately) [EDIT] By the way I'm not the first one to have done this : http://www.polycount.com/forum/showthread.php?t=88710 But I handle that in another manner, that I prefer. :)
ah yeah I knew that, what I meant is that I tried once to access that value through maxscript to have a custom script that just stitches the way I want it- but that value is not available in maxscript :(
Furthermore to our discussion above about broken edges trims, I figured out how to do this parametricly without any fiddling. Or at least I think I did until someone tells me it doesn't work, but it works on the shapes I need it for. The trick is to select edges and translate on x using the component move mode setting in…
haha. yeah I know... this weekend for sure! I realized the screens I could take so far all included copyrighted textures I borrowed from a couple of games for pre-viz. I spent the last evenings making a few proper tiles with my own textures.