Is there a way in Max, or a script to isolate polygons on their own to work on. Ie. select the polygons and then hide the rest? I know it can be done by detaching the polys to their own object (and isolating it) but I want them still attached. Is this a feature available in other software?
we are looking for someone to produce 2 min promo video for us. Similar style,same graphics,look&feel. we need some one to do graphics, animation and sounds script and voice over will be provided davidssolaart@gmail.com
Hey, Have a model, it's unwraped, textures, but could use some chamfered edges. Problem in Max is it screws the UVs; does anyone have a plugin, script, or work around method for this aside from manually going in and adding the edge and moving them?
Hello. I've been googling this for a few hours yesterday and it does not appear anyone talks about this. I have SplitEdge bound to the "T" key but I think MultiCut is a more powerful version. Is this even possible? Is there a script to run Multicut?
That would have saved me quite a lot of scripting a few years ago .. good to see these things are still getting developed All we need now is reasonably priced indie/non commercial licensing ;)
Hi, I've installed the script but I'm not sure how to assign the shortcut correctly. In my case is activating the subdivision level 0 only. I'm sorry but I'm not used to blender. Could you help me?
I would distribute each ring of bricks on its own spline, to better control brick placement. Or get good with scripting. I'm not a Maya user though, just thinking through potential workflow in Max.
CgSociety, Maxscript documentation and analyzing other peoples scripts is pretty much the way I learned Maxscript. Though thats also how I learn other languages so might be different per person.
On a project I worked on, use used tiling textures on models in 3DS Max, before exporting we'd run a script that'd pack are the meshes and textures into atlases. So, tiling textures first, Atlas second.
I finished up the grimoire today with the speedart animations. I'll be doing some testing with Unity scripting for portfolio purposes, but the actual model and animation itself is now complete after just under 18 hours.