*edit* wait never mind. You have to run the script with an object selected and material applied. Would help if I looked at the script. Thanks again Mark! //hmmm, getting an -- Unknown preperty: "name" in undefined
dont even need to know how to script to do that, you can just watch the script listener while doing this by hand, to see what commands it uses, than place them in a script. don't even really need to replace with variables, since you really got no dynamic things happening in there since all you want to dumping to the same…
I' sorry I'm spamming this thread with my ideas but is it possible to make such a script for Xnormal ? I imagine it as two buttons to export high poly and low poly (into SBM format). Unfortunately I lack max script skills to do that. Any thoughts ? I noticed its in UDK forum... not the best place. Sorry
I didn't thought it out as precisely since i don't want to tell any one 'YOU! do this this and this.'. I wanted to gather info is it possible and maybe to do it myself in the future. I want a script which adds edit mesh modifier to selected mesh, exports to sbm (one script would export with high poly sbm preset and second…
I think a one button click with left mouse button for a quick reuse last options and a right to get an options window where you can make tweaks would be optimal. Would need some more complicated script and should preferably save the config in the max file. Taking it all the way, some settings could even be stored per…
Yep what passerby said. I just need to be able to select low or high poly preset from sbm exporter via maxscript. I got this idea from pipelineIO for Modo. It exports selected mesh always to the same place. The script would export the mesh always to the same file (overwriting it). Of course its not super flexible solution…
ya sorry about the listener bit, im used to maya, and the script editor gives pretty decent amounts of output, from commands. @ mark seems he just wants a 1 click export that goes to a per-defined location, and filename, useing the xnormal sbm format.
need more info. you wanting to export to xnoraml as xn's native sbm format or something else? are you wanting to export the selections as individual objects, or export everything as 1? are you wanting to choose the filename, or have the script automatically figure it out based on the object names and the path of the scene…
Rather than start a new thread I will ask a noob question. Is there an actual need to triangulate your mesh prior to export? I havent been doing so and havent seen any issues once it arrives in UDK. Also the script renames the texture applied to have the same name as the object, I assume this is only for organizational…