Yeh I mean it would be pretty wishful thinking but too bad there wasn't like some sort of back support for a kind of script emulator or something to bridge all script versions.
As far as I know here, the mesh gets manually triangulated by our export script before exporting. Since it's done by script it's reversible/non destructive: create a copy of the mesh, triangulate, export, delete the copy.
Sounds like a Reset Xform is needed. Unfortunately this will kill the pivot, screwing up the animation. Here's a Reset Xform script that tries to avoid this problem... http://www.scriptspot.com/3ds-max/scripts/clever-reset-xform
or create a photoshop action and do it just once in Photoshop. After that just batch script stuff inside Photoshop (file > automate > batch processing or something like that once you have your script recorded).
If you have an Editable Poly Object you can enable Nurm Subdivision in the Subdivision Surface rollout. One of my scripts cycles the nurms level between off, 1, and 2 subdivisions. Script Here
Btw here are some awesome scripts from Seneca Maynard of ID who seems to love Modo and after looking over all his scripts I can see why http://www.indigosm.com/modoscripts.htm
Hi, i use turbo tools(the uvshells script is there) and xoliul shader2 with quality normal maps enabled.You can enable them via a script in xoliul shader folder. http://www.matthewlichy.com/Scripts.html
Hey claydough, any chance you can re up the script? Or do you have a new site now? There are other scripts from you that looked quite useful too. Cheers
But won't that script not work on seams which are oriented 90°, -90°, or 180° from the 0° seam, since it is taking the average across all meshes? Am I misunderstanding what that script does?
I believe UV Deluxe or Nightshade UV should work for pixel density with UV maps. http://www.creativecrash.com/maya/script/uvdeluxe http://www.creativecrash.com/maya/script/nightshade-uv-editor