[ QUOTE ] I think we need some good scripts for repetitive skinning tasks. [/ QUOTE ] There was some cool stuff like this, some barely realized though, in the Skin Or Die script for Max. Worth a look-see. http://www.scriptspot.com/andrehotz/
Is there a script that can replace/overwrite the base object when re-importing an FBX file into 3dsmax so that the modifiers stack remains? MODO has such an option. But how would you script it in 3dsmax? How does 3dsmax know which object is which?
Hi everyone, I've created a simple script to drastically speed up the Maya to Marmoset Toolbag iterative workflow. Please take a look at the Youtube demonstration if you're interested. https://youtu.be/-B0Lqup3-O0 Download the script here https://gumroad.com/malcolm341
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea. I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this. Please correct me if i am wrong, i'd love to have this…
Thankx md4cow for the script. Anyone has script for moving scale pivot as well? not just rotate one? Figured out: xform -ws -a -rp 0 0 0; ToggleScalePivots; xform -ws -a -sp 0 0 0;
Curious, what's the general concept of that script? When you submit a material made in designer it duplicates a copy into the Painter folder? What if you make an edit to the original? Do you run the script again to update the duplicated material?
the wall thing looks neat. the rocks script gives you a bit too little influence on how the displacement maps look. with a bit of replacing stones by hand the wall script should result in some nice tiling textures.
I ended up making macroscripts for all the most useful ones (mainly the align, and also added a few of my own) - it's quite easy, you can find my scripts here: http://www.greveson.co.uk/scripts/mopTools.ms
Sorry, I read this a couple of days ago but forgot to say thanks. I remember trying that script before and it getting intermittently disappearing meshes so I stopped using it. Whether it was the script or not is another matter. Cheers anyway!
I made a little script to do the whole 2nd-uv-reset thing. This way when I need to unwrap the 2nd UV channel, I just hit my special script button and it makes sure I never screw it up.