What it would need is some algorithm that analyses booth models and find a match in the topology (so it knows which area represents which area in the other model). But this is rather hard to script (I know because I tried it for TexTools - aligning shells on existing ones). Some of the ideas I had were to create a unique…
I have trouble snapping vertices or edges inside max. It's glitchy sometimes the markers disappear and sometimes it freezes. Very hard for me to snap a vertex on gridpoint, cause 1 out of 3 times it won't snap accurately. Making life hard when geometry has to tile. Does anyone know any scripts that can perform snaps like…
if it helps I have somewhere a unit-snap script I wrote for a game engine. The script snaps vertex points indivdual (not offset or as a group - it processes each vertex individual) on a typical internal grid (not the max grid). E.g if you model prefabs for unreal, source,quake,... the editor and engine usually work on a…
Yeah necropost i have a somewhat similar yet different task to do. i'm currently working for a client who outsourced a lot of assets to another company, don't want to rant or something but the work is somewhat messy and i'm cleaning up some thing, finishing assets etc. What i right now would need is a script that allows me…
The biggest difference coming from maya that I found is that there's no middle-button dragging. In maya you need to grab your vert, hold x and middle-click drag in the general vicinity of a gridpoint, and your vert will snap there. In max, you grab your verts, pick which one you want to snap to a grid point and click drag…
Make sure 3D snap active, not 2D or 2.5. Right click it and go to the options tab and check on "Use Axis Center As Start Snap Point". Why they have the default set to off I'll never know... screws everyone up the first time they try to use it.
go into your snap settings and make sure only Grid points ans vertex are checked... now when you want to snap the vertex try and grab IT not the gizmo. also i like to turn on axis-constraints and snap to frozen objects in the next window over in options.. this should give you a little more control with less things for it…
i guess in my case it would "just" (no clue if thats even possible) need both meshes merged into one taking a vertex and snapping that onto the next vertex inside a radius which is in no way connected to the element that said vertex is from. in the end i snapped all 1200 vertices by hand and just projected the changed…