Yes, the exporter only handles (can handle) a limited amount of data because of the way scripts and script output works (or not as the case actually is) within gMax, so you have to cut the model down into smaller sections for output... it might be less that 2k vertices per section, can't remember. Trouble is that this…
Is ctrl-b a custom shortcut you set up? Isn't ctrl-b set to break? Do you have Keyboard Shortcut Override turned on? Ctrl-b might be bound to something in UVW Unwrap than it is in the main UI so the Main UI shortcut is being overwritten by the UVW shortcut. I did some custom scripting to get my 6 key to always exit…
Here you go, fritz, and anyone else who wants it... http://www.greveson.co.uk/scripts/exportObjSet.ms <-- Save it to your 3dsmax scripts folder and run it once. You will find a new entry in Customize under the "MoP's Tools" category. Assign it to a hotkey, or put it in a toolbar or a quad menu. If it breaks, let me know…
I assume most people (me included) often just use Photoshop because its the fastest way to update textures. Most macro scripts always end up saving to an absolute URL and choosing each time save as .... is just a nightmare if you need to do it very often, adobe should finally provide a function to quickly export (map able)…
Staples might have one, but there is no easy button for art. Being self taught myself, I can only suggest the things I did. If you're looking to use editors (smart idea) go with the cheap/free ones that you can use. - Torque - Hammer - Unreal Ed - Radiant All of these will provide a great building block for understand…
I had this same problem at work. I found a script online that didnt work so I modified it. Put it in max/scripts/startup fn ReloadTexForMaterial m fname = ( for usedText in (usedMaps m) do ( if (toLower usedText) == (toLower fname) then ( --print (fname) m.wire = not m.wire m.wire = not m.wire ) ))fn reloadTexJpl…
Link the model to a dummy/helper or hidden object, then animate the object rotating. You can pull in an out as many models as you want, linking each one to the rotating helper. At work I have a few light scenes, and a script. I load my model, then run the script - I choose the lighting I want and it merges the camera and…
Hi guys, I'm trying to take my selection of 5 objects and print the name of first object, then when I run the code a second time print the name of the next object and so on. This works until it gets to the end of the list, but after that the scripts dies and I'd like it to go back to the beginning of array and print the…
Script Homepage: https://github.com/ABTOMAT/ReinforceIt-3dsMax Youtube: https://www.youtube.com/watch?v=2dFosN3ypE0 (for some reason embedded video doesn’t work so I’ve posted an URL) Hello! Some time ago I faced a situation when I needed to make a huge amount of tiled bars mapped on atlas. Thus I decided to create a tool…
Hello, I have a script that sets a working pivot exactly where I need it. The problem is, I can't find a way to either align/create another object / point / dummy to that working pivot, or to just make the current object's pivot be the working pivot. Google turns up nothing. From what I understand this same question was…