thanks, Constrained Delauney poly2tri (though i've change some of the source code to work better with max) it's real touchy about duplicate points or points outside the constrained polyline (crashtastic :) ) otherwise it just a modifier that fills the spline with grid points and an optional border loop. I have another one…
Just now learning maxscript here. We need to do an extrusion amount that we grab from an excel document, but we already have that figured out. The problem is that we can't get any extrusion amount working. Here's the code I'm testing, grabbed straight out of the listener when I did it through the gui.max modify…
round 25 of klunk verses the cut..... so being a stubborn fool ::smiley: I decided the way forward was to write my own cutting routines as the max sdk ones are so flakey. So I create a testing modifier so I can well test them... but to test the test modifier i thought I would use the buggy max cut routines and if to prove…
good idea although I think you can do it by making the selection in the UV editor and then popping an edit poly on top of the unwrap modifier without dropping out of subobject mode - it definitely works on faces at least
i'm sorting the faces, the modifier has a gizmo with position or direction options, if set to direction the order is set by z position of the face center in the modifier space otherwise it's set by the distance from the gizmo position. There are some oddities to fix, even though I sort the whole Face array within the mesh…
That is some very slick stuff, as usual, renderjhs. Have you considered using a color modifier on the cached cube graphics in order to make different colored cubes? It's fairly easy to perform color transforms on Bitmap objects in flash.
https://youtu.be/fVVABqFEePo slight diversion today Outline Spline as a modifier, also with a rail option (the real reason as I need 2 "rail" splines to generate some specific meshes) also added a nifty manipulator too.
Prototype for TexTools in Blender morphing UV to mesh. Goal is to use Mesh Deformer modifier to morph hi poly mesh textures back to the model. A similar result you can already do in automodeller for 3ds Max So that's the goal
Hi all, I made a small script called Bevel Modifier. It will modifies the bevel which is already created.Also it works on triangels and N-gons in case you are wondering. use: Select any number of edge loop (no intersection of loops) and use the "Bevel +" to increase and "Bevel -" to decrease the bevel value. As you can see…
thanks, internal use only at the moment I'm afraid. Forgot to mention the normals of the target (terrain mesh in this case) are first copied to a map channel. I think the vertex colour interpolation using barycentric coordinates gives better result than trying to interpolate between 3 vertex normals, then converting back…