Hi Render, maybe you can implement something from this stuff.. I'd like to see transfer of UV from hipoly to lowpoly for example.. missing this :) -- UV Layout-- This program was split off from the Surface Toolkit.... Thanks to the guy who coded the TV drawing routine I'm using.-- please email me at…
yeah I do similar thing, here is my function fn apply_blockmats_to_HI objs=( if classof objs == array then ( max modify mode element_number= #() obj_number=#() faceIDs = #() FOR obj in objs do ( if classof obj.baseobject == Editable_Poly then ( carryon=1 newobj = copy obj newobj.name = uniquename("_BLOCKMAT_"+obj.name)…
a temporary mesh will be generated in that tool with unique material ID's and different colors on each element. That mesh is used to bake the texture map - even in previous version never did I intended to keep that mesh, so its always deleted afterwards. If you want to have a separate function that just assigns a multi sub…
Thanks for the info, I'll take a look. My simple macro just takes all selected objects, makes array of ids and facesets based on elements and then applies different ids to the facesets and creates a multisub with different material per faceset. I didn't set it up for smoothgroups or anything since it didn't seem necessary…
Thanks again for the quick update. Just cheched in max 2009 , it works..... most of the time. It gives a " -- No "map" function for undefined " In line 91. But his only happens if i dont collapse the stack. Also when the mesh comes back from Roadkill it comes back triangulated. I cheched my export settings and they get set…
I am not touching any settings within 3dsMax, really! TexTools just uses what's already available 96% in the interface. So whenever it changes the UV channel its just the same as you would change it yourself in the modifier panel and hit Edit... again. There is though some background info I know of and I guess its kind of…