Thanks for the script! However I am pretty dumb when it comes to MAX script...I have tried MAXScript > New Script and pasted your code but to no avail. Also tried saving as a max script file. Am I doing this correctly?
Out of the box, 3dsmax doesn't make a "Quadsphere". But there are a few scripts that enable you to make them. http://www.scriptspot.com/3ds-max/scripts/quadsphere http://www.scriptspot.com/3ds-max/scripts/quad-primitives http://www.polytools3d.com/tools/quadsphere/ At the end of the day you really don't need a script, just…
You can use this:$.material = meditMaterials[1] It will apply whatever material is in slot 1 to whatever you have selected. Turn that into a macro script and assign a key to it. To do that: - Open up the script editor (Main Tool bar > MAXScript > New Script) - Paste thismacroScript…
I often work with concept artists that start with 3D as a base. They push, pull, drag and deform their blockout meshes like crazy. I want to use these meshes, but they have a metric ton of these shapes. My solution: Use a script that can set a face to be planar from a whole selection of faces. Bind this to a key you can…
Dude, you are amazing! Ill try it as soon as I can! With Qued Sphere you mean this script here ( http://www.scriptspot.com/3ds-max/scripts/quad-primitives ) or did you used another thing? Maybe this one: http://www.scriptspot.com/3ds-max/scripts/quadsphere Thanks you so much dude! Cheers!
You can do this a few ways. 1) Object Painter Scripts like Advance Painter or Soulburns Object Painter Script. (I personally like Niels script a lot better, more stable, more features, more accurate placement) 2) Attachment constraint. 3) Select an edge, click "create shape" this will give you a spline. You can then path…
@Vig Your matclean script is awesome, i've been using it since you posted the initial code way back when. There is the great little script called Auto Material as well... It works fine in Max 2008 and Max 2009 despite it only listing max 7x and 8x... Check it out! http://paulneale.com/scripts/autoMaterial/autoMaterial.htm…
What you need to do here is adjust custom normals on the planes than needs to be flat. In maya it's much more easier than in max. Is max you need to use Edit Normals modifier or go for custom scripts http://www.scriptspot.com/3ds-max/scripts/improved-face-weighted-normals…
just a nice commercial script I found the other day: http://www.scriptspot.com/3ds-max/scripts/polygon-creator And this is how it actually works: You select either 3 or 4 connected splines and run the script it will then loop through the 2 opposing axis of the to be created patch and creates quads this is an example with 3…
You should use a spherified cube rather than a normal sphere that has poles. I used a cube, added a turbosmooth with a couple of subdivs, spherified it and relaxed it, then deleted the bottom and used a script "regularizer tool" to make it a even circle then extruded downwards and thats it, then booleaned the angled part…