I'm working on 3dsmax modifier plugin + shader combination to solve viewport issues between different 3dsmax version and tangent basis. As we all know Autodesk usually breaks everything when new version is out. Modifier by passes completly 3dsmax own TBN calculation and replaces it with either importer or mikktspace…
One thing that would be useful is to be able to store the presets for each object in the scene. Not sure if you can do this in Maya, but in 3dsmax you sure can. This way, in a work environment, other users can open 3dsmax files and re-render the maps with the same settings if needed.
Originally Posted by Norman3D That's awesome mLichy! It would be very useful in combination with another script I'm working on. UDK Sync is kind of an experiment. I'm trying to bring 3dsMax and UDK closer together. I think I already posted this video some time ago: UDK Sync 0.2 - YouTube To sum it up. You can take…
The doubletap script is a nice idea! The timestamp function is indeed documented: http://docs.autodesk.com/3DSMAX/15/ENU/MAXScript-Help/files/GUID-7B6E4693-2CE3-4A42-829C-9E668C671676.htm
This could really come in handy for people using 3dsmax as an level editor, at first i wanted to write my own, but with this i could probably change plans and just write an exporter :)
@Nysuatro: I like it a lot, feels more like silo, I am working on the same just for keyboard shortcuts - I hacked my way yesterday through maxscript, dotNet and Javascript to capture any shortcut and rethrieve it back to maxscript - to manipulate KBD (3dsMax keyboard layouts). The goal is to map any script or macroscript…
Working on a xnormal baking assistant for 3dsMax, a bit like Froyok, made from the one I've made at work, but more evolved and with more options (as people can have a lot of different workflows)
Something that i have recently started learning, HLSL Shader for 3dsmax. Here is my first attempt at post process shader, Night Vision and Thermal Vision. [ame]http://www.youtube.com/watch?v=wXxdq_mFAzg[/ame]