Yes exactly! That's what got me thinking! So in the script there are actually a couple of more things happening. First I'm sending a message with "SendMessage" from 3dsMax in order to create a new floating viewport in UDK. (For this you need to find the toolbar handle and send the proper button press commands and so on)…
back to 3dsmax ... :p [ame]https://www.youtube.com/watch?v=CzjRZcg8zxY[/ame] now Im testing out camera bake maxscript with imagemagick http://www.imagemagick.org/ ( its an old stuff but i just knew about it lol ) it can do many kind of image batch processing :D
hey glad you like it! I've been working on it the last couple of days. Improving performance a lot and implementing instancing. When you clone an object in 3dsMax it will appear automatically in Unreal as well! Not sure about an eta. I'm pretty busy nowadays. All I can say is it's probably going to be sooner rather than…
few days my struggle to familiarize with blender . trying to make it look like my 3dsmax pipeline .... not sure it is time worth , but I tried multiple object subsurf toggle on and off with python... I know i should know blender much more first before trying to spoil myself. with customization to mimic other software...
I've been working on a de-chamfer / un-chamfer script for 3DSMax lately. I was looking around for a way to do this in Max and the only stuff I could find was one old script from a decade ago with no working links anymore, and one that's part of a larger paid for toolset (and doesn't look like it can handle chamfers that…
hmm..... If you go to C:\Users\YOUR COMPUTER NAME\AppData\Local\Autodesk\3dsMax\2012 - 64bit\enu\scripts\turboTools Does the turboTools.BitmapCollector.dll say it was from todays date? Edit: Also, if you had opened the tool in max and tried to uninstall after that without restarting max, it didnt delete it probably. So…
Hey guys! So long time no see, because I had a lot to do recently. BUT! Here is the next big deal I'm working on for 3dsmax. It is called UVReactor which is a modifierless UV Editor for 3dsmax. Currently the feature list is not that huge, but the main point is to have a very well optimized system under the hood...…
[vv]76288247[/vv] added a fetch-selected-objects feature that uses UDKs ExportSelected to FBX command and imports the resulting fbx into maya. There is something fancy about the axis orientation that UDK uses in that case, I will go into detail about this in another post in the next few days. I will issue a release soon, I…
I've been playing around some more with WorldPositionOffset in UDK. I'm using a technique similar to the one used this in order to store multiple sub-pivot points as vertex color data to be able to rotate multiple sub-elements in a staticmesh. But I'm writing my own tools in 3dsmax to assign these pivot points. In this…
Wrote a ExportPrep script to do the same thing back when I worked with Unreal 2. I updated a while ago when the made the switch from .ASE to .FBX. Use the JEEWIZ (Just Export Each Wizard) button. Exported files do to the max export folder "C:\Users\firstName.lastName\Documents\3dsMax\export\Teapot001.fbx". Also does a…