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…
I think its ctrl+w to weld selected, you might need to toggle on/off the keyboard shortcut override if it doesn't seem to be working. Also if your verts are far apart in the UW space (forward/back) you would need to either scale them flat (in UW space) so they are closer or increase the weld threshold. Click "options" in…
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.
hi guys, i've been working on some content which use a hacked together script which imports model data from a game's files for use in max. the changes i'm trying to make are relatively minor, the main purpose is to combine it with a separate model. to give some context, i've imported a variant of a tank which forgoes the…
Hi there i made a script for automaticly assign a texture size based on the texel per unit settings. this is used for a lowpolymesh to bake with a highpoly. since the bake functions in max are a little limited, i implemented a port to xnormal as well. works pretty fine but there is a huge problem. to get the lowpoly mesh…