I'm just using the Render method max has. Just going through objects, selecting them per certain parameters (visible/grouped/ect), zoom up on them, isolate them, and then render it and add it to an array. Then later I take that array and add it to the controls of a DotNet flowlayoutpanel. I was saving the bitmaps to file…
In this case, I agree with you : having the palette the closest as possible to the save/load tools button would be the more practical. So having a configuration as in your screenshot would be more easier than having to scroll to the bottom of the tool palette. :thumbup: Sounds cool !
Thanks! I really dont know why UE doens't have anything like it built in, which made me want to build it even more haha. As you can see it's quite simple tool and can definetily save a ton of time, at least for artists.
Ha, nice one ! In my case I use greenshot for my desktop screenshots. Pretty much the same but I have more options. File format, automatic save inside the folder I want, and so on. There is also a portable version ! :) I will take a look on it, looks promising !
Hey passerby, gave your script a spin because it could save me a lot of meaningless work - however I get this error when I have a "BRONZE" group selected within one Toplevel group, and another group called "BRONZE" existant within another Toplevel group. CS5, by the way
Hey, just wanted to leave this here to show that mLichy's "ShrinkWrap" from TurboTools works like a charm with splines. Thanks a lot for this feature, does save a bunch of time when you have to put details on to a uneven surface =D You all are doing pretty great work here, keep it up!
I just released a mini plugin for ZBrush, that helps to speed up Quicksaving time and Autosave stability by deleting all unselected Tools. These get stored while saving as well and are a bit tedious to clean manually. You can download it here for free: https://gum.co/HBLvy I also included the sourcecode as well :)
Surely this will only happen if you declare them as global? Do you mean prototyping scripts in the Maya Script Editor? I always write my stuff in Notepad++ (for syntax highlighting) and save as a .mel file, and just have a shelf button for source myProc.mel; myProc; in order to refresh and re-run it. That way you never get…
I made a simple Maya script for a very particular situation tonight :P Something like this might be floating around somewhere but I wasn't able to find anything. The script reads the current scenes grid, and saves it to user prefs. It also let's you see the changes immediately in the viewport and grid options box. This gif…
Update on my Xnormal Batch tool :) Hadn't touched it in 2months! I'm getting really close to something usable for public :). What's new : - You can set up suffixes and extensions for each file category, used to filter the folders. - All the global settings are saved between sessions (using XML and ini files) - Map Size for…