I've been working on getting controller input functioning in Maya... because I feel like... I'm getting some sleep now that it's 4am... but, upto this point I've managed to implement a functioning loop that will process Raw Controller Axis Input from a 16 bit Signed Int (-32768 to 32767) and remap those values to floating…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…
This is something I made a long time ago. Its a floating toolbar for max with customizable buttons. Its source files are stored completely separate from the 3ds max install directory so its really easy to setup with a version control system. I currently have it setup with version control at work so if someone adds a button…
Been working on my Maya PyCharm integration plugin again now it is fully integrated with the PyCharm Remote debugger allowing Maya to be debugged in 1 click as well as making its old features operator more like how they would if native to PyCharm. MayaCharm # MayaCharm Maya integration with run and debug configurations for…
Cheers. Oh, the extra 1 (361, 1001) is actually the debug grid itself, a 5000 triangle plane. e-freak - Finding which grid node you're on is ridiculously simple, that's one of the reasons I like grids. You already have the grid segment size (gridSize / gridSegments) - so you simply find out which column and row you're on…
Hmm? What's MRV? I'm not bothering with PyMel since I'm actually not using much MEL command syntax at all, it's mostly Python file ops so far along with API functions through the OpenMaya Python libraries for doing all the heavy lifting. There's like only two actual lines of Python MEL calls in there so far :) That said, I…
BeatKitano, Right now its pretty much just building. In the future I want to implement a component based vehicle creation system, crafting, and team based gameplay. Vrav, I dont want to up the triangle count anymore. It has to rebuild at least 1 8x8x8 block cell every time someone modifies the terrain. Plus when I do stuff…
Eh, if it works, it works! haha. That's what I have had to do sometimes, because I didn't have access/knowledge to C++ or whatever. Getting the handle is a good idea. I did something similar when doing an automated OBJ Import/Export from Max to Maya and vice versa. My hack was doing things like setting Max/Maya windows…
Thanks guys. I'm going to start with testers in a couple weeks. Right now I'm experimenting with nested sub menus so brushes could be organized - the clay item could open a ring containing clay, clay buildup, clay tubes, etc. It might be overkill, as the existing 16 slots feel like more than enough. I think the sub menu…
mrLichy - The tool i'm working on is very similar to yours, but I am building my tool for layout/designers who would like to either do block layouts in max,or just use max as their level editor. The premise of mine is simple enough: You define a blueprint mesh, and the tool will have several functions to grab data from…