I created a small script to prepare my meshes in 3ds Max for 'match by name' baking in substance. Have been using it for quite some time now and decided to make it available for everyone who is interested in having a look at it. Grab it here: https://gum.co/jHVbm
I'm working on recreating Blenders transform system in 3DSMax: Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but what with all the hype around Blender lately I thought a few people might be interested. :)
Thought I should start learning maxscript, here's my first one: http://www.martinpalko.com/create-smoothing-groups-from-uv-islands/. I know there's others similar, but I found they wouldn't always work in all situations, and sometimes came up with weird results.
Looking good Specter! I got some time to continue on the extension of the maxscript editor. Added a textfield with c# syntax highlightning where you can write c#/VB code and compile it to an assembly, exectuable or in memory. I also added a perviously created script organiser to the left.
AmplifyCreations: cool shader! There is a workaround for the VDM creation . Create the object first however you want it is. Then wrap the plane around the object and project the details. You can use shrinkwrap deformer in maya or conform to project. You can even use quad draw to make it conform manually.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
Recreated Seneca Menard's Quick Pipe in Maya for work :) It's actually three scripts : the first one creates the pipe,second one allows in-viewport attribute editing to change the thickness,divisions and caps toggle.The third one cleans everything left behind the operation. http://i.imgur.com/VCWHqUD.gif
If anyone is interested, I created a script for Blender 2.65, Maya 2013, and Softimage 2013 called Version Save. Basically, every time you run the script, it will check how old the file is. If it is over 5 minutes old, it creates a new version. This should hopefully help prevent against lost work from corrupted files. Bind…
added scripted gizmo width & length manipulators to my grid fill spline modifier, they are actually run/embedded from/in the plugin. gonna have to write mxs to string tool or get better at regex :). It's relatively simple to create sdk versions but they are not quite the "cut n paste" as mxs variety.
Spent most of the weekend working on my Toolbox project. It's basically a custom editor for CryENGINE aimed towards being super extensible and user-friendly. Progress over the weekend has led to the ability to create and render levels, as well as a basic docking system. Based on this concept I did a while back.