I've been using this little workaround for symmetry when modelling. <font class="small">Code:</font><hr /><pre>var oSel = Selection; var obj; var axis = 0; // x-axis (1=y, 2=z) if(oSel.Count == 1 && oSel(0).type == 'polymsh' ) { obj = oSel(0); main() } function main() { var slice = ApplyTopoOp("SlicePolygons", obj, null,…
I've become very aware lately of hidden shortcuts in software packages that do not have equivalent menu buttons and are rarely mentioned in help docs. Some of these shortcuts perform crucially important functions, but yet few people use them because few people know what they are. I know many of these have been covered in…
Edit: Found a work around, I have to reimport back into max then exporting as an .obj again, then import it into Toolbag. Seems a bit of a long way round, so if anyone has an answer to the original problem I'd be interested to find out. Hey polycount, so I've got a bit of a problem and I was wondering if anyone had any…
Hello. Was trying to check this out, and I keep getting an error when I use any of the lazerCut Cutters. Using Max 2016 https://vimeo.com/229410139 also from the listener: Key press count = 1 -- Error occurred in obj loop -- Frame: -- Boolean3: undefined -- obj: $PolyBox001 -- called in assignOperand() -- Frame: -- linker:…
Try this: decimals = 4sel = selection for obj in selection do ( num_verts = obj.GetNumVertices() for id = 1 to num_verts do ( v_coords = polyOp.getVert obj id for i = 1 to 3 do ( case i of ( 1 : ( num = dotNetObject "System.Double" v_coords.x v_coords.x = ((dotNetClass "System.Math").round num decimals) as float ) 2 : (…
Since we are talking about Mudbox bugs, does anyone else here encounter the following problem : Hi Guys, When I export things out of Mudbox 2014 my geometry gets slightly jaggy. I think what is going is that numbers of the vertex positions get rounded off to number with less decimals. This is causing noticeable artifacts.…
as long as you can import the OBJ into Max without Max rearranging the Vertex order of the mesh, then yeah, it should work. Im not sure of the import/export options for Max, so check Pixologic's ZClassroom videos about the Max Workflow. Aside from those settings, everything is pretty straightforward: Just export your level…
Thanks for the suggestions, cryrid and BARDLER. After going through a few tutorial videos and combinging other techniques, I've come up with a workflow that's worked great. 1 ) Create and export base mesh from Max (DO NOT unwrap) 2 ) Sculpt as much detail as necessary in ZBrush 3 ) Go to lowest subdivision, Create UV Map…
It appears that I still have more to learn. While the code works on my small sample scene it is not working on the master scene. The following is my code: select $Tile_*GTiles = $ as Array--print GTilesnumfaces = $WAVE.GetNumFaces()--print numfacesSTime = 0--clearselection()for t = 0 to 132 do( sliderTime = STime for x = 1…
new version released! v.1.2.4 Fixed: Adjusting UVs in Active Edit mode would adjust UVs of unselected faces if their verts were selected. Added: Merge vertices option on export. Added: Save/Save As in File menu (moved other buttons into menu as well); File path is now stored so it will save to current document when saving,…