I'm playing around with Molehill at the moment, and one thing that's insane is how much slower the computation is on this FP11 beta. Magnitudes slower than FP10. The most appealing thing about Molehill for me is freeing up all the CPU juice in order to use it what it's intended for - physics/object count/AI etc, instead of…
Came up with the idea of having thumbs for objects in a Max File that u want to Merge into your scene. So using this tool, u could see each Object or Group of Objects, or a whole layer as a thumbnail, then merge that into the scene via right click and maybe drag/drop the thumbnail. Edit: Updated the image. Added some new…
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…
CRYENGINE has no way to make text in game in the editor so I made a hacky little system using the python api they have in Sandbox. Works reasonably well. It's made using single designer objects mapped to a font face texture. So at the end you can merge the designer objects and export them as a cgf which will cut down on…
Cool, thanks guys. Yeah, I was debating if this would be useful or not, but I think it will be. The main issue with it, which isn't a big deal and is expected, is that it can take a bit to render all the thumbs if you choose Single Objects with scenes that have like 150 + objects. But it also depends on the thumb sizes u…
Have you looked into using comtypes in the python engine of maya, i have done this to setup a com link between maya and Photoshop, which allows me to get full access of photoshops scripting api from python in maya. If you look at my sig at the psLink video, that is how im sending the data and calling photoshop methods from…
Maybe because you tried doing that on a mesh or some other non editable poly object. All scripts are aimed for editable Poly objects. The mirror one expects that you have at least 1 edge in the editUVW window selected. As for the chekerMap one - don't know - maybe non supported max version? You need at least Max 9, I am…
Looks cool. I also played around with material stuff and i hate it! Good luck for you ;) Is that turbo tool with the object info, available to download?