@Yozora: 1st one will most likely end up in a rollout dialogue with a dropdown menu and or input text box. Alternativly one could predict the size for example based on the associated material and its difuse texture bitmap size - if one is applied. Or the units of the 3d poly and some math guessing the size where 1 max…
I don't have any words for that, you are thinking beyond us. Really cool with all the new features! Something that I have been wishing (and someone actually granted the wish) in Maya was a shelf inside the UV Editor where the user could put own commands. Something like that in Max would be awesome. So if you think about…
I fixed the uvw2xyz thingy it seems that internally channels in 3dsmax including poly can only be copied and pasted in a mesh format. Which sometimes turns into garbage if you treat it as a poly. Each time you export the UV out to the 3d space it converts the object to a mesh- once you put it back it converts it back to a…
so I found some time to work on TexTools after quite a while this sunday. And so far I fixed or added: * max8 or older not getting error message regarding reloading icons * open / close UV editor on multiple selected Objects (max 2008+) * added again Render UV Mask. Now also works on multple Objects also works on Objects…
thanks guys for testing, it pretty much confirmed what I expected. The installer is now completed and deletes itself once you close the setup or finish the installation. Uninstall on the other hand ignores the MZP temp fiels because they will be deleted anyway as soon as you exit or finish the setup. I am really happy with…
that would be possible - though what I like about the current soloution is that you can tweak it if you want,- and it works out of the box without a specific texture. On the other hand I could add a texture in the maxscript-zip file (*.mzp) and the installation of the script would still require just the single *.mzp file.…
ha, nice pacing :D @Ghostscape: I might give that a try, I have some ideas regarding it also regarding the issue with the limited smoothing groups. A way I could think of would be to calculate a centroid per UVshell in 3d space (some average single 3d point XYZ thats in the volume center). The shuffle the shells in order…