^ Hmm... yeah if it works on faces i'd assume it works on Verts. My script sort of does that, it collapses the UV down to Poly though and sets the Vert selection if I remember right.
matt, have you considered doing a 'save to library' option that exports a selection to a new max file and creates the thumb. could be a nice quick way of saving stuff as you work.
Cool, I'd like to use a couple of these tools and have some questions. 1. Does the quad edge connect work on a quad with only 4 verts, or does it need to have the incoming edges to connect to? I'd really like to select a quad and have a script create the splits for optimizing edge flow on sub-d, I guess there would need to…
I was looking for a better way to rig quadruped legs. I found this link. Too bad that Max doesn't have a Spring IK Solver, so I started to write one. Just use a comma or semicolon. When saving the string check for comma's and if there is one just give a "No commas in the name warning." Personally, I use the built in Max…
Its not actually randomly deleting faces its just deleting the original faces that was selected at the end after most of the operation is done, the jaggy edges come from the Random attribute of the transform Components.
@Froyok got to work on a few bugs, and figure out a method for dealing with out of 0 to 1 uv's than i will release it. even know it is still very slow atm for large selections
Also just added a method, so if you hold Ctrl while moving the mouse, now it selects the nearest edge, so u can change directions and keep working without exiting.
What would be awesome is if you could make a polygon selection in the high poly and have it transfer over to the baked low poly mesh. Perhaps using some kind of baked UV matching map?
Yes I saw that in the guy's demo he did, he was selecting a 1mil mesh in the UV editor in real time, very impressive. Autodesk should hire you to increase performance of their native UV editors in both Maya and Max.
Currently there is no sending of completely new objects, but it is planned. I got renaming and duplication working today. Next up will be fast-fetching of selected objects from UE4 using the "export selected" as FBX option. Then either exporting/ auto-importing of single objects (but that requires some more pipeline-work)…