[ame=" https://www.youtube.com/watch?v=x2pWMprxcow"]koddeFKController - A Maya MEL script for speeding up orienting rigging control objects - YouTube[/ame] You can get the script here: http://kostas.se/files/koddeFKController.mel
Also, one of the Soulburn scripts has a brilliant 'pivot aligner' script that pops up a GUI that allows you to visually place the pivot in many locations, and is customisable from within the GUI. Very useful for modular assets.
Sorry to bump this, but it's unnecessary to create a new thread when there's already a thread. Just curious how you run the HKLocalTools mentioned in the OP? Nothing happens when I run the script in the script editor. Is it compatible with 2014?
You could try PolyVis. It's an old script, but it does what you want. I just downloaded it and tested it on a bunch of overlapping boxes (Max 2011). Still works. http://www.scriptspot.com/3ds-max/scripts/polyvis/
I found this script the other day when I was unwrapping an asset with a lot of curved pieces. Should work pretty well for what you're doing. http://www.scriptspot.com/3ds-max/scripts/uv-strip-straightener
If you use the script editor to listen to this, you can script it quite easily. I can probably throw something together tomorrow night if you want an easy shelf button for "harden edges on UV seams".
Is there a script that can replace/overwrite the base object when re-importing an FBX file into 3dsmax so that the modifiers stack remains? MODO has such an option. But how would you script it in 3dsmax? How does 3dsmax know which object is which?
Hi everyone, I've created a simple script to drastically speed up the Maya to Marmoset Toolbag iterative workflow. Please take a look at the Youtube demonstration if you're interested. https://youtu.be/-B0Lqup3-O0 Download the script here https://gumroad.com/malcolm341
I made a little script to do the whole 2nd-uv-reset thing. This way when I need to unwrap the 2nd UV channel, I just hit my special script button and it makes sure I never screw it up.
Try flipping your green channel of your normal map. Also make sure you have hard vertex normals at UV borders. For Maya, this script helps: http://jonathonstewart.blogspot.com.au/2012/10/script-harden-edges-of-all-uv-borders.html