I am rewriting atm. all functions so that they are working with multi UV's. This is kind of a pain in the ass workflow as I have to structure some functions completely new, it goes usually something like this:local uv = modPanel.getCurrentObject();if( classof(uv) == Unwrap_UVW)then( if ((maxVersion())[1] >= 10000…
smal update 0.87 download: http://www.renderhjs.net/bbs/polycount/texture_maxscript_tools/uv_toolbox_0.87.mzp changes: - statistics message box: displays various UV-related statstics and some ratings about how good or bad that particular value is (can be). If you dont have a uvw-unwrap modifier on your poly (requirement)…
hey thanks, @ Yozora: at first I did not get your idea - but I understand it now - you want to place the verts of booth shells each on a counter pair - so that it looks welded or merged though the vertex points itself are not really welded but instead just on top of each other. I have some thoughts on a better stack…
@Cathodeus : in case you want to dig into an adventure,- download the latest release- the mzp file, its a zip file so you can open and extract it using Winrar, winzip or the build in XP zip stuff. so extract the files somwhere,- and then open the 'uv_toolbox_2.50.ms' with any text editor or the build in maxscript editor in…
@ReD-SpideR: I believe we already solved this right? tada download link: http://www.renderhjs.net/bbs/polycount/texture_maxscript_tools/TexTools_2.50.mzp changes: * Peltmap: If just 1 edge is selected, edge loop it and then cut the element there * Bake Detail maps: Comes in its own panel (click on the 'detail' button to…
update v 0.8 - 3 new functions: assign checker map; set "flat" view mode; normalize UV shells (thx to MoP) changes/updates: (1.) ask's the user in case mental Ray is not assigned as the renderer if the script should assign it and continue the script. If mentalRay is already the scene renderer everything should work right…
You can drag .mzps into viewport, it can notify you that it installed the script (for example with http://www.scriptspot.com/3ds-max/outliner, its a mzp that you can drag and see for yourself :) Or it can just install exactly like a .ms file would for example this one: http://www.scriptspot.com/3ds-max/pen-auto-material…
ok its about time: update with download: uv_toolbox_2.20.mzp it came out different as I expected or targeted at first, it has not yet the texel- texture size calculation scripts but in return many new features. The most notable changes and additions are:* width and height input values support (texel scripts are excluded…
will have a look regarding the undo stuff any suggestions for that? - another input box would not be so nice, maybe a micro button mode toggle? or the right click for a scale mode (1x,4x,8x). I have read somewhere that the scrollwheel can be accessed in maxscript using dotNet maybe that might give interesting options.…