In my experience, it takes longer to make something like this. I could certainly make this myself (I have quite extensive programming / maxscript experience). But I just don't have the time to create scripts anymore. If something like this already exists or if someone else can make it a lot faster because they code…
A bit clearer workflow: 1) - Use the script to export meshes to FBX * * With an option to only export the base object (without modifiers) 2) - Manually unwrap and pack in Unfold 3D and export to FBX 4) - Use the script to import FBX and transfer UVW's to the corresponding objects in the 3dsmax scene (based on name/object…
Is there a script for 3dsmax that re-applies modifiers (or would it be possible to create one). The workflow would be as follows: 1) Export Scene objects using FBX (Without the modifiers). 2) Unwrap and Pack in an external program like Unfold 3D 3) Re-import the FBX. 4) The Script should re-apply the modifier stack to each…
Does anyone know of a script that: 1) Imports one or more FBX files. 2) Apply the UVW of each FBX object to the corresponding object in the 3dsmax scene 3) Delete imported FBX. The workflow would be: 1) - Manually export FBX of multiple meshes from 3dsmax to Unfold 3D 2) - Manually unwrap and pack in Unfold 3D 3) -…
For other people looking for something like this. MIAUU helped me out with a great script, that can export and import UVW's to and from FBX and import them to the base object. Making it easy to work with Unfold3D. Though it can only unwrap the base object and not at any place in the stack. Later I also found a separate…
@miauu Thanks, That seems a much better way to transfer the UVW's. Unfortunately, I just don't have the time for programming this. Do you know if such a script exists? It seems like a very useful thing to have.
@miauu Thanks, but how would this be implemented together with the batch import of the meshes? It seems like it could be quite a simple script to make this work. Does something like this already exist? It seems quite useful to me (especially since unfold 3d is such an awesome external unwarp software).
If you have more 100th or 1000th of objects cutting and pasting modifiers by hand would be a lot of work. Such a script should copy and paste the modifiers automatically and delete the original objects. Also, instance support could be built in. Just export only one instance and during import replace the instance object…
You could certainly do that. As long as you don't need to insert objects into hierarchies it should be relatively straightforward to do the swaps. You can get a list of instances easily, You can get a list of modifiers on an object easily, Instancing modifiers from object to object is easy You can copy/apply transforms…
1) Create two teapots with names Teapot001 and Teapot002 2) unwrap Teapot002 inside 3ds Max just to see how the code will work 3) execute this (<br> originalObject = $Teapot001<br> unwrappedObj = $Teapot002<br> <br> ChannelInfo.ClearChannel originalObject 1<br> <br> channelInfo.CopyChannel unwrappedObj 3 1<br>…