Hey, thanks for the links. I ended up solving it differently and hope this is now somewhat appropriate to post. Today I did this script, after weeks of painful reworking a fractured platform by hand and not being able to properly reitterate on it: [ame="http://www.youtube.com/watch?v=DA91BDeY4BU"]Merging Script -…
I tested on a turboSmoothed mesh being projected onto, and its fine. At first it was sluggish, but since I changed how it works, its fine now. Of course, the more verts you try to project down at a time, the more processing time its going to take. I may allow for turboSmooth modifiers to be applied to the mesh being…
Looks very nice :) Are you disabling your viewport when modifying the settings in your tool? It could maybe speed up the realtime preview of your tool.
for some applications using my point/ray clouds I need some objects to use all the points and some to use only some of the points. So I created a limiter helper (I would have used a modifier but then it's still up to the caller to decide which to use the mod or the base object and that created some issues). So the limiter…
I am making a new UI for modifiers in Max that is in overlay of your viewport. You can make a new button by selection a object with some modifiers on. By clicking on the shortkey for displaying the UI and clicking on the addbutton you can add a new button. This button will be the modifiers with there given properties that…
Finally found out how to modify brushes in Photoshop with scripts, next Scriptorator update will include the brush mod scripts like changing rotation, opacity, toggling blend modes
I wrote a modified automatic Refresh Textures script for Maya. Instead of refreshing all textures lagging the whole thing, it only refreshes the changed. Check it out - refreshTextures (creative crash)
@Klunk edit : cos im dumb... delaunay doesn't work in 3 dimensions right ? do you know of an alternative that does? Specifically for non-solids - imagine a letter e with a bend modifier on it
@monster It's not a nice script or so, it's basically a bunch of material instances connected to modifiers, if you'd like to still look around those I can definitely upload the Max file somewhere for you ^^
:) seems like old ground and it is in a way created an Outliner interface to better integrate some of my tools.... basically anything with an "outline" mesh, spline or modifier can be can be used as a "cutter", a plane in plane