Have you looked into using comtypes in the python engine of maya, i have done this to setup a com link between maya and Photoshop, which allows me to get full access of photoshops scripting api from python in maya. If you look at my sig at the psLink video, that is how im sending the data and calling photoshop methods from…
yeah it's something I was thinking about along with the option to keep corners amd or bezier corners fixed (to maintain shape). a simplistic version.... i have a better one though it's tricky to implement also runs about 3-7x faster depending on the knots
Oh interesting, yeah we needed to do A LOT of lod optimizations to get Gears 5 to run at 60fps all the time. The tech art guys would use view mode in unreal to identify problems and send us huge lists of things that needed to be adjusted in certain ways.
Made a quick file renamer script just to see what I could get up to with PyQt - source code is included in the download, standalone exe for the app itself - does need to be run inside its folder, as it needs the .ui file included :) https://github.com/MaVCArt/file_renamer
added scripted gizmo width & length manipulators to my grid fill spline modifier, they are actually run/embedded from/in the plugin. gonna have to write mxs to string tool or get better at regex :). It's relatively simple to create sdk versions but they are not quite the "cut n paste" as mxs variety.
Some progress on Quick Pipe :) This new gif shows the Transfer Settings command which basically transfers the settings of the first selected pipe to all other pipes.Also added some error handling in case some dumbfucks select non-pipe objects and run it :p http://i.giphy.com/xTiQywoXNqDKstAz5e.gif
ah, gottcha. Maxscript help didn't mention that :shifty: have you tried not using the modifier name, something like: $.modifiers[1].amount = 43 I've run into problems in the past trying to use modifier names. EDIT: Also try it this way maybe: ext = Extrude() addModifier $ ext ext.amount = 43
I decided to benchmark my 3D collision detection routine recently, and it's fast. Very fast. Here's a demo - http://rumblesushi.com/grid2.html Hold 1 to add upto 1000 objects. Press C to switch to a FPS camera, which is a collidable object too. On the above demo with 1000 active objects I get 38 fps. The exact same demo…
Thanks, just copied some code from here and applied it to max's box obj code, the tricky part/ painful bit is porting the sdk 0 based indexing to mxs 1 based indexing and not running out of the room screaming when everything is a spaghettified mess :D I'll get round to implementing a c++ version sometime.
Surely this will only happen if you declare them as global? Do you mean prototyping scripts in the Maya Script Editor? I always write my stuff in Notepad++ (for syntax highlighting) and save as a .mel file, and just have a shelf button for source myProc.mel; myProc; in order to refresh and re-run it. That way you never get…