hello guys! The script is currently working only for 3ds Max 2010 and Zbrush 3.5 R3, bounchfx! You need to give some more detailed info on your error, what exactly happens, what does the error messaage say?
Interesting, any idea why trying to store this in an array and then select it errors? $tempShell = `texGetShells`; select $tempShell; // Error: line 1: Invalid attribute name: pPlane1.map[1] pPlane1.map[5:6] pPlane1.map[11] //
Sorry, don't know what's causing it. Have you posted this on Epic's UDK forum? Have you tried searching for the error codes? If everything works OK, I would just ignore the error, could just be a programmer's bug.
That sounds like roundoff errors. What sort of weird setup is that: cm=0.1 inches? The fractional conversion is probably causing the error beeps. Maybe whoever decided on the unit setup just made a mistake and gave you the wrong info.
Hey I dig this, but I am getting an error -- type error : Call needs function or class, got: undefined. In the script window its highlighting- chamferModifier = Quad_Chamfer "etc." I am in max 2016. The insetbysmooth works fine.
Try clearing your GI cache. Also, what are your system specs? I remember getting a similar error early in the 5x cycle and baking in the 32bit version of the editor also helped, though i'm not sure if this is the same error
but then being strictly typed you get much better error checking and help from your IDE. One of my biggest leaps in speed was moving from maxscript to Java/c# and getting automatic code completion and error checking.
Okay so another update on my part, I suddenly got this error message (see attached files). Perhaps someone with more knowledge on these error codes could inform me if about it and perhaps enlighten me for a possible fix?
I get the same error like Yeluis on my notebook. For some reason this error didn't appear on my desktop pc.... both systems are very similar, expect more memoy and and a better graphic card on my desktop pc....
The main drawback I see is that the normals/tangents don't get recalculated. It results in quite a few shading errors. Errors that are present in your viewer are not present in the 3dsmax viewport, or Xnormal. Other than that, I can't wait for further additions