There are maxScripts that will generate secondary motion on bones as keyframes so that you can output it to a game engine. The good thing about the scripts is that you can always go back and tweak the bones' animation to achieve a loop.
Cool, googling now. And thank you. EDIT: Ugh... Keg's simply doesn't run for me at all, the scripts confuse me, and Xnormal won't take a screenshot. >.< Guess I'll have to start playing around with it...
more like, open source as it should have been. imagine what kind of modeller maya could be these days if that thing had spread like certain poly-scripts for max did back in the day. christ...
hello friends any body know how do this in 3dmax? i use textool script but the problem is the model should be attached together,i need seperate all objects and select all after that do Hard edges from UV islands for every seperated objects
does anyone know of any scripts or tricks to make this go faster? ive been doing it by hand every time, removing all the support loops one by one, and it does really take its sweet time, not nice when working towards a deadline.
Do you see the parts where the braids intersect? Is there a script or some kind of tool in 3D studio max that will push the verts away from each other where an intersection takes place? This is what I'm looking to do:
Hello. I get this weird black lines in the far of the render in UDK and also when I do render in maya, but it doesn't show in the maya viewport. I overlaped almost all the faces on top of each other using a mel script, can this be the problem? thanks in advance for any help.
HI all! Is there a way (or script) to create primitives using live construction plane axis? I can only parent already created objects to construction plane and reset their rotation (like in video), but I hope for more proper solution. https://www.youtube.com/watch?v=6RVBuT4cri4
I am using 3ds max 2016. 1. When I'm using the uvw editor and I selected 2 faces within the editor is there a script that will automatically overlap those 2 selections for me? Right now I have to individually overlap one over the other.
I need to find a max script or a conversion table at least that converts max units to unreal units.. Meaning though say we have a pivot point at x=234.5 y=123.12 z=21312.33 the numerical conversion to equal that in unreal. (This is specifically for offsets)