Try this script. http://www.scriptspot.com/3ds-max/scripts/vertex-normals-stitcher You can also create reference mesh (duplicate separate meshes, attach them together, weld vertices). Then use normal thief script to copy normal direction from reference object to each target.
Kinda like MaterialReplacer, but not really. http://plugins.angstraum.at/ One way that might work is to use BFF to convert the scene to a script file, then replace all the RGB Tints with a global replacer (I like ReplaceEm ), then load the script back in. Although a script jock will probably come along with a better way...
Whats wrong with the script you linked? I find it much better than anything in the ribbon and the spherify method and I use it all the time. The script says max9 and above so if your running a version of max with the ribbon then you are able to run this script...
Hello people, been playing with Maxscript for a month, full time :p it's great and all, but there are still a few things I don't get :poly127: Like this problem: This is a reduced but valid i think version of my code rollout myRollOut "My Rollout :D" width:216 height:462( include "$scripts\myRollOut\UI\SelectCharID.ms" --…
You do, especially in production, when you have to create and test a bunch of modular assets set up with the power of 2. We had inhouse scripts with mel script, I was just looking for something similar with maxsxript. A menu or toolbar script would be fine. The UE4 Viewport was just an example.
This is a bug in Max 2017. I believe it's fixed in 2018. An Autodesk developer wrote this script for me to get the layers back. Place the script in the startup scripts folder, and then restart 3ds Max. Then open your organized file. Everytime you open a file it will make sure that all layers/objects are working.
hi i have problem with realtime reflection please help me that's work if i use texture2d and surfaceReflection script(PlanerReflection) but if i use cubemap for reflection i cant align reflection with model texture2d and surfaceReflection script and ShaderNode: Camera.RenderToCubemap script and ShaderNode:…
In a twist of fate.... I ran it 4 times with the script editor opened, and it showed "bnormal;" and didn't crash once. Then I closed the script editor, and ran it once, and it crashed immediately. Although after reopening Maya, it's crashing whether or not the script editor is open. Here's a shot of those directories after…
ya thanks for the hints, im thinking of trying to write some scripts to make some tools more context sensitivity, apparently modo supports python scripting which i got some basic knowledge off. right now im working on a script to combine all the edge loop tools.
Not sure what it could be, but you could try resetting Xforms and converting to editable mesh and back to editable poly. these scripts might be helpful http://www.scriptspot.com/3ds-max/scripts/transfer-uv http://www.scriptspot.com/3ds-max/scripts/morphix (only if the vert order has been changed somehow)