another variant of one of my spline fill modifiers for max.... this time using a lofted spline. been wanting to implement it for a while, but was put off by having to implement the control gizmo and not too keen on using another scene node. Then it struck me just add the lofting spline to the spline being filled and bobs…
I got my retopo tools about good now. I ended up just letting the user hit Alt + Left click to flip the Edge, which after u do it once during a session, it seems to be good from then on. Trying to have the script detect it was not working at all..... Since I changed to another interface as well, now you can do Ctrl + Left…
Nothing fancy here, but while working on a CGFX shader in Maya, I decided to have a look at the attribute editor interface. So here it is:* added the possibility to group parameters by using the semantic * added a menu to display parameters either the classic way or by group (because not all shaders will support this last…
We are accessing the Windows UI of the Editor via a lot of different Windows functions, but the windows COM interface stuff didn't work with python and I only tried it for the modal dialogs, because they initially made problems otherwise, but yesterday I got it working with traditional functions. And yes, basically it is a…
@OutOfInspiration Yeah man, thats a pretty awesome tool you got there :D. I don't mind the new layout, I think it works well. What are the two spinners for though for the bake dimensions? Does that setup allow for non square images? If not, that would be one thing to add. It's a little picky, but might be nice to have a…
you know its going to be tricky when you have to use visual aids to help debugging https://youtu.be/t45kIHz3jmk even when you think you've covered every angle sods law dictates an artist will break it! :) btw those animated gifs ^^ above are killing my cpu so badly it's nigh on impossible to type. first stage clean up…
the above code led me to revisit my cookie cutter code (trying to use max's editable poly cut routines was a fools errand, quite frankly it's a flakey load of rubbish). Anyway it's always easier creating new mesh from scratch so I delete the underlying in mesh and then fill in the holes. still a lot of stuff to iron out…
I'm not a technical artist but I do write scripts from time to time, mostly just to save myself from "death by momentous task". This time around I got tired of shuffling objects around renaming materials and triangulating meshes when I was exporting to UDK. So I wrote a quick, simple little script that handles that stuff…
Here's an update since before, new features/fixes: - Caches Target Geo more efficiently - MUCH better results and faster than before when wrapping Geometry - Use custom Direction or Best Guess for Projection/Wrapping - Use Modifiers ontop of your Editable Poly Mesh - Use Soft Selection with Geo - Use Offset with Geo - Use…
cracked the fixed corners/bezier corners in my resample spline modifier bloody infuriating sometimes working in max..... why would you set a bezier corner out vector to effectively a zero length vector why ? why ? it's not only making my life difficult but it makes it bloody tricky to edit for anyone else.... *and relax*…