View Full Version : [Technical Talk] - Max Plugins
bradmyers: use "face mapping" in a uv map modifier.
BradMyers82
06-25-2009, 07:56 AM
MoP: That works like a charm, thanks a lot man!
renderhjs
06-25-2009, 08:24 AM
the stack shells script in my TexTools collection is designed for something like that - but with just a quad or rectangle it might be difficult to distinguish between top and bottom edge.
BradMyers82
06-25-2009, 08:26 AM
renderhjs: I thought you had something like that in your TexTools. I actually had it installed but got paranoid and uninstalled it when max2010 was acting buggy. I think max2010 is just buggy though :(
Thanks for reminding me!
GoSsS
07-06-2009, 01:05 AM
Hi guys !
Is there a way to always see open edges (color, thicker edge ...) in the viewport ? I can't find that feature in 3ds max.
katzeimsack
07-06-2009, 03:21 AM
Hey,
is there a toggle, that switches a mode on when you press and hold a button and off when you release it?
renderhjs
07-06-2009, 09:21 AM
Hi guys !
Is there a way to always see open edges (color, thicker edge ...) in the viewport ? I can't find that feature in 3ds max.not directly for poly objects. But you could press 4 (open edge mode) and then [ctrl] + [a] to select all open edges and they would show up then as red edges by default.
Alternatively once could write a script that temporarily displays that whenever you press or hold a button and can go back.
If you use the uvUnwrap by default you see open edges for the UV shells (people often refer to them as seams) and they can be displayed with a thick or thin edge. Now if one would temporarily copy the XYZ face and vert channel to the UV channel via script and add a UVWunwrap modifier once would be able to see what you wanted.
The con: you cant edit your poly within that modifier, turning "always show result" on would require a recalculation each time with a script: so that the XYZ and face data gets copied each time into the UV channel within that UV modifier on top.
Hey,
is there a toggle, that switches a mode on when you press and hold a button and off when you release it?like silo's sticky keys? I guess by default or what autodesk provides with max not- but anything you script via maxscript can behave like that. Just use a timer bewteen the onPress event and the onRelease once and do stuff inbetween.
Eric Chadwick
07-06-2009, 05:50 PM
Hi guys !
Is there a way to always see open edges (color, thicker edge ...) in the viewport ? I can't find that feature in 3ds max.
Check out the STL Check modifier.
GoSsS
07-07-2009, 12:57 PM
I know this modifier but the thing I want is to see these edges all the time in editable poly.
This option is possible in maya or xsi (maybe many others) but I don't think this is possible in 3ds max :s
Eric Chadwick
07-07-2009, 01:03 PM
1. Add the STL Check on top.
2. Set it to Open Edge, Select Edges, and Check.
3. Go down into the Editable Poly, into Edge mode.
4. In the Subdivision Surface rollout, disable Show Cage.
5. Then toggle Show End Result and start modeling.
renderhjs
07-07-2009, 01:14 PM
maybe check also the new xView Mesh Analyzer in max 2010, which is basicly a view mode so its always constant on all objects.
http://area.autodesk.com/blogs/ken/3ds_max_design_2010_xview
xView Mesh Analyzer
Validate your 3D models prior to export or rendering with the xView mesh analyzer technology. This new functionality gives you an interactive view of potential design issues so you can make informed decisions and avoid costly mistakes. The analyzer significantly improves the speed of testing models and maps. Test or query for flipped or overlapping faces and unwelded vertices. You can also add your own specific tests and queries.
GoSsS
07-07-2009, 02:33 PM
1. Add the STL Check on top.
2. Set it to Open Edge, Select Edges, and Check.
3. Go down into the Editable Poly, into Edge mode.
4. In the Subdivision Surface rollout, disable Show Cage.
5. Then toggle Show End Result and start modeling.
Oh yeah ! This is a good little trick ;)
Thanks for this !
Anyone know a plug or a way to have max select the bottom of the modifier stack instead of the top when selecting an object? Pin Stack could be ok but it doesn't alow you to select other objects (and I can't friggin find it in the shortcuts).
SyncViewS
07-08-2009, 08:28 AM
Hi Bal, here is the script to activate the BaseObject in the Modifier Stack any time the selection (or ModPanel) changes. Execute once and find the script in Customize User Interface floater under Category: ModPanel Tools. Run once to enable the feature, run again to disable it.
macroScript ActivateBaseObject
category:"ModPanel Tools"
buttonText:"ActivateBaseObject"
tooltip:"ActivateBaseObject"
(
if (bActivateBaseObject == undefined) do
global bActivateBaseObject = false
if (rol_ActivateBaseObject == undefined) do
global rol_ActivateBaseObject
rollout rol_ActivateBaseObject ""
(
function activateBaseObject =
(
if (selection.count == 1) do
if (getCommandPanelTaskMode() == #modify) do
if ( (modPanel.getCurrentObject() != undefined) and (modPanel.getCurrentObject() != selection[1].baseObject) ) do
modPanel.setCurrentObject selection[1].baseObject
)
)
on execute do
(
if (bActivateBaseObject == false) then
(
callbacks.addScript #modPanelObjPostChange "rol_ActivateBaseObject.activateBaseObject()" id:#cb_ActivateBaseObject
bActivateBaseObject = true
)
else
(
callbacks.removeScripts id:#cb_ActivateBaseObject
bActivateBaseObject = false
)
)
)
Syncviews, that is awesome, exactly what I was looking for, thanks!
BradMyers82
07-12-2009, 09:11 AM
Hey, is there a way to assign "quick planar map" to a shortcut in 3ds max 2010?
I looked around and I don't see it as an option to assign a shortcut to.
Szark
07-12-2009, 10:09 AM
Change the group from 'Main UI' to 'Unwrap UVW' and you should find it.
BradMyers82
07-12-2009, 03:20 PM
Yeah, that was the first thing I tried I get only:
CloseUnwrapUI
MoveUnwrapUI
OpenUnwrapUI
Pack UVs
Relax
SelectionToBase
Sketch Vertices
Stitch Selected
That's it! Should be many more I know but that's all the options in 3ds max 2010.
Syncviews thank you very much for that stack selection script, have been bothered by that aswell like Bal was
renderhjs
07-12-2009, 03:51 PM
here is a macroscript that does that + a relax with 1000 iterations (+restore previous setting back)
macroScript quick_planar_map category:"BradMyers82" toolTip:"quick planar map and relax"
(
local objs = modPanel.getCurrentObject();
if classof (objs) == Unwrap_UVW then(
local numFacesSelected = ( objs.unwrap.getSelectedPolygons() ).numberSet;
if (numFacesSelected > 0)then(
local var_a = objs.unwrap3.getRelaxIteration();
objs.unwrap5.quickPlanarMap();--quick flatten
objs.unwrap3.setRelaxIteration 1000;
objs.unwrap3.relax2();
---restore previous settings
objs.unwrap3.setRelaxIteration var_a;
)
)
)
evalulate that code in the maxscript listener or in a new script
F11 > (ctrl + n) > paste code > (ctrl + e)
renderhjs, why not just call something like:
objs.unwrap.relaxByFaceAngle 1000 0.0 1.0 false
instead of storing the value and resetting it?
renderhjs
07-12-2009, 04:16 PM
because its written messy? :)
thanks for the hint,
improved code:
macroScript quick_planar_map category:"BradMyers82" toolTip:"quick planar map and relax"
(
local uv = modPanel.getCurrentObject();
if classof (uv) == Unwrap_UVW then(
local numFacesSelected = ( uv.unwrap.getSelectedPolygons() ).numberSet;
if (numFacesSelected > 0)then(
uv.unwrap5.quickPlanarMap();--quick flatten
uv.unwrap.relaxByFaceAngle 1000 0.0 1.0 false;--relax
)
)
)
Szark
07-12-2009, 06:54 PM
Brad, are you sure you have it like this image (No offense)? :poly124: It appears for me, maybe you need a reinstall or something? Another one of them Max quirks I guess... :poly105:
http://img11.imageshack.us/img11/8660/shortcut.jpg
You could also write out a keyboard chart and see if it's listed in there.
BradMyers82
07-12-2009, 09:26 PM
Szark: Heh, no it doesn't give me the majority of those shortcuts. I can't even imagine why, but I'll be okay thanks to renderhjs.
Renderhjs: Thanks dude, your a great help!! :)
[Edit] doh, I just realized that I was selecting "Category": Unwrap UVW and not "Group": Unwrap UVW.
Oh, well dumb on my part, but the added relax feature you made Renderhjs will definitely save me some trouble.
Thanks again guys.
michi.be
07-14-2009, 02:19 AM
I'm looking for a script which displays the measure of the bounding box from my object in the viewport after selecting it.
like in the old radiant editors. you create a brush and got the size displayed right beside it.
Is it possible or maybe theres a option in max i missed.
Eric Chadwick
07-14-2009, 02:42 PM
Not as sexy as viewport text maybe, but you can display a floater window that shows you the dimensions of any selected object. Utilities > Measure > New Floater.
michi.be
07-14-2009, 11:28 PM
Thanks Eric. This is what I'm looking for. :)
ArYeS
07-15-2009, 08:14 AM
because its written messy? :)
thanks for the hint,
improved code:
macroScript quick_planar_map category:"BradMyers82" toolTip:"quick planar map and relax"
(
local uv = modPanel.getCurrentObject();
if classof (uv) == Unwrap_UVW then(
local numFacesSelected = ( uv.unwrap.getSelectedPolygons() ).numberSet;
if (numFacesSelected > 0)then(
uv.unwrap5.quickPlanarMap();--quick flatten
uv.unwrap.relaxByFaceAngle 1000 0.0 1.0 false;--relax
)
)
)
Hey, i'm trying to run this script in Max2009, it doesn't seem to work for me when i try to run it. (I have selected faces in UVW Unwrap modifier before runing script).
Any ideas?
Mark Dygert
08-26-2009, 09:31 AM
You've probably moved on already, but what version of 3dsmax are you using? It could be that one of the commands he's using is newer than the version of max you're using?
Also I think the quick planar button was added to 9 or 2008, I know for sure its a part of UnwrapUVW in 2009.
renderhjs
08-26-2009, 10:28 AM
unwrap5 interface methods added in 3ds Max 8so it should run in max8 and newer.
@ArYes: try if just this snippet works for you:
$.modifiers[#unwrap_uvw].unwrap5.quickPlanarMap();
$.modifiers[#unwrap_uvw].unwrap.relaxByFaceAngle 1000 0.0 1.0 false;
to use it first add your unwrap modifier, and select some faces like before
then open the maxscript listener [F11] - key and from that window select
file > new script
in that new script windows paste this script
now hit
file > evaluate all
or if you have a newer version (not sure here)
tools > evaluate all
you can execute the code by hitting [ctrl]+[e] in that window as well
if that works for you we can maybe change the code slightly
oXYnary
08-26-2009, 03:23 PM
Mesh deform Mesh.
After seeing the winners video from the competition and how he easily choose another object on screen to act as a deform, where Maya auto changed it into a patch object.
Well anyhow.. I don't see a direct translation.
I attempted to change the object thats being used to deform to to a patch, and even in quads, it still giving me illegal patch when I attempt the patch deform modifier on the object.
I tried conform, but realized that basically flattens the object onto the object being conformed to.
Spent almost 3 hours so far on this... >:P
Some plugin or script I need to allow mesh deformations? Or at least reason its whining about illegal patches? From what Im reading on space warps, these create a new object versus translate an existing object into a space warp. So the mesh I have now that I want to be conformed to would be ignored.
Mark Dygert
08-26-2009, 03:28 PM
I'll call it the Skinwrap Modifier. I'll even auto install it for you using nothing but the powers of my MIND! It's so useful I even install it for the rest of the 3dsmax users world wide, legal and otherwise. BAM! done.
Hey all!
I am looking for a simple script in max that would work just like Separate in Maya.
Lets say I have a mesh (edit poly) made of many different components. These components dont have verts in common, they are simply parts of an object. "Chunks" really.
I can easily detach such chunks using the detach tool, but it will only let me detach things one by one. I am looking for a script that would detach all the chunks into as many new objects.
Thank you if you can help!
try this for great success http://www.scriptspot.com/3ds-max/detachelements
renderhjs
08-30-2009, 07:10 PM
I wrote one myself too but can't find it right now,
here is one on scriptspot.com:
http://scriptspot.com/3ds-max/detachelements
edit: damn vik was faster
Segreto
08-30-2009, 07:37 PM
ooh nice script.. i was thinking about something like this earlier today while i was doing this by hand..
renderhjs
08-30-2009, 08:02 PM
well its not that fast: in maxscript you have to build up an array of the shells yourself because maxscript does not provide something like that. It means that you have to loop at least through all faces and another loop inside it.
If you have a mesh with a few million faces it might awful slow things down. I wrote a different version myself that could loop through multiple objects with multiple elements but it really was slow in a complex scene.
I hope autodesk will at some point provide a faster method for generating arrays for shells, same for UV where I need it often.
Oh thanks guys, works wonders. I eventually went to scriptspot and found it there too. Very handy.
renderhjs
08-30-2009, 08:19 PM
just in case anyone is interested,- this is a script the other way around:
It merges your objects selection into a single editPoly object:
disableSceneRedraw()
for i in 1 to selection.count do
Try(ConvertTo Selection[i] Editable_Poly)Catch()
baseObj = selection[1]
items = #()
for s in selection do append items s
for i in items do (
if (i != baseObj) then (
if (classof i == Editable_mesh) or (classof i == Editable_Poly) then
baseObj.EditablePoly.attach i baseObj
)
)
enableSceneRedraw()
completeRedraw()I use it every now and then per session, also useful to quickly convert or merge your object to a simple editPoly object
Render, does this has advantages over the collapse button?
SyncViewS
08-31-2009, 01:12 AM
Hi Pior, if you like, I coded detaching / attaching here:
http://boards.polycount.net/showthread.php?t=62902
SimonT
08-31-2009, 01:54 AM
nice thread!
renderhjs
08-31-2009, 07:38 AM
Render, does this has advantages over the collapse button?well you can select multiple Objects (i.e meshes, teapots, poly's, boxes,...) and it merges them all together to 1 single poly object
IxenonI
09-04-2009, 02:23 AM
is it possible to bind the same key that i´ve bound to ring and loop selection for edit poly to ring and loop selection in the uvw modifier without overwriting each other? (Max2010)
renderhjs
09-04-2009, 02:32 AM
have you tried it with the toggle override button ? http://www.kxcad.net/autodesk/3ds_max/Autodesk_3ds_Max_9_Reference/graphics/but_maintlb_kbd_override_max.gif
it lets you swap modifier or window specific shortcuts with global shortcuts that a re overridden therefore. Try that if it works
Mark Dygert
09-04-2009, 03:21 AM
Yep, in the customizeUI menu click the keyboard tab, set the group to Edit Poly and bind "Select Edge Loop" & "Select Edge Ring" To whatever keys you need.
Then change the group to Unwrap UVW, and bind "Geom. Edge Loop/Ring Select" to the same things.
Make sure to turn on Keyboard Shortcut Override (in the main toolbar it looks like a keyboard key with either a T or a up arrow on it) like renderhjs pointed out. This will tell max to override the main keyboard shortcuts with the sub menu shortcuts of edit poly and unwrapUVW.
IxenonI
09-04-2009, 03:46 AM
thanks guys, this works perfectly
Mark Dygert
09-04-2009, 01:09 PM
Transmographier
http://rpmanager.com/plugins/Transmographier.htm
This allows you mirror and symmetry vert placement on a symmetrical mesh.
So for example you're making a bunch of morph targets, you do half a smile and mirror it to the other side to get a full smile or flip the whole thing to get a smirk on the other side. Super handy for eyebrow morphs, blinks, mouth shapes.
The best part is that its a modifier so its not just a straight copy/paste like the mirror mode included with polyboost or graphite tools.
Eric Chadwick
09-13-2009, 06:51 AM
I second Transmographier, we bought a license for our last project, saved us a ton of time/errors. Grant Adam is hawt.
JasonLavoie
09-24-2009, 09:24 AM
I didn't check the entire thread just yet, but I was wondering if there is a script that when used, takes off turbosmooth on all objects selected. If my memory serves me right, racer's tut had something like this (i don't have it with me though).
Any help would be awesome!
there you go jason http://www.scriptspot.com/3ds-max/turbomeshsmooth-toogle
very cool, just found it like 4 days ago myself
JasonLavoie
09-25-2009, 06:33 AM
Ohhh, dank dank you mat.
huggles huggles!
PolyHertz
12-16-2009, 04:55 PM
Does anyone know of a plugin/script that will let you taper renderable spline geo based on the start/end points of the spline?
renderhjs
12-16-2009, 06:15 PM
like deform splines knots and bezier handlers along spline 3d space ?Sounds interesting though I haven't come across something like that.
I am not sure if you can apply a path deform modifier on a shape collection because that would be close to that.
Something that would be awesome as well would be something like wrap Spline around Mesh, for example if you model rope parts or plant parts and then have the splines wrap around geometry.
undoz
12-17-2009, 01:43 AM
Is there a script that can instance mirror a selection of objects in the X direction based on the absolute 0 of the scene?
I have to do this action a lot of times when I'm placing bolts and other things on models.
I've tried to script it but without much success.
undoz
12-17-2009, 01:53 AM
Ok, nevermind :D
Neil's (http://www.neilblevins.com/soulburnscripts/soulburnscripts.htm) mirrorObjectAlongAxis does exactly this.
renderhjs
03-20-2010, 08:42 AM
I found this window reset script today and I think its more pretty as the already existing one for resetting panels often caused by with dual monitor setups and switches.
http://lonerobot.net/wp-content/uploads/2010/03/WindowBoxUI.png
http://www.scriptspot.com/3ds-max/scripts/give-me-back-my-dialogs
SimonT
03-20-2010, 11:26 AM
NICE! Unbelievable that 3dsmax is not able to to this by its own.
renderhjs
03-20-2010, 11:42 AM
yeah its rather sad, and this script does not even some sub dialogs like stuff from the UV unwrap editor (which still can't all accessed to this date).
But apparently autodesk is wrapping max into a new GUI with the next several iterations of 3dsmax. Who knows if at some point we might even see a new viewport, GUI and panel manager in max that supports multiple displays.
Spatz
03-21-2010, 03:45 PM
really great thread ...especially synchviews and renderhjs ... thanks a ton for helping us ... you guyz rock
That's lame, XSI has 3 built in default dual monitor set ups.
BradMyers82
04-13-2010, 07:55 AM
Hey guys, just thought I would mention Max Retopo plugin is awesome and I highly recommend it.
http://www.scriptspot.com/3ds-max/scripts/max-retopo
Vig told me about this one like a year ago, but stupid me, I didn't even try it until just now. I can confirm that it works with 3ds max 2011 also. Basically it gives you all the power of 3ds max with the same abilities of retopology tools like that of topogun, 3d-coat, polyboost etc. Anyways, I recently started using 3d coat for retopology, and don't get me wrong its an awesome little app. but my god is it easy to use this Free Plugin "Max Retopo" for retopology.
I have things like Shift (essentially the grab brush in sculpting programs) as a hotkey so pushing things around adding loops, relaxing and adding geometry is so easy with Max Retopo its ridiculous. And did I mention its free? :)
Anyways, just thought I would give this plugin justice by letting people know about it. If your a 3d max user and your not using this plugin you are totally missing out!
Oh, one thing though, does anyone know how I can add it to my tool bar. I prefer to have access to it there, instead of manually running the script (drag and drop from desktop) every time I need to use it. Thanks!
Ravenslayer
04-14-2010, 07:12 PM
Wanted to make a new topic but i guess this can go here
I'm always searching for these links so i tought it would be nice to have them in one post (yeah i'm lazy :D)
Multi OBJ TOOL (by Mop (http://www.ldaustinart.com/paul/))
Floating window which lists OBJ files in a folder of your choice.
Select multiple objects and click "Import" to get them all in the scene.
Double-click on a file in the list to import it directly.
Supports GuruWare OBJ plugins and default Max OBJ plugins.
Choose to replace objects in the scene if they already exist on import.
Export selected objects to multiple OBJ files!
NEW: Stores settings in an INI file for use across multiple Max sessions!
NEW: The "Replace" option applies the existing material, transform info and any keyframes (position, rotation & scale only) to the imported objects!
Thread: http://boards.polycount.net/showthread.php?t=62330
Download: v1.2 (http://www.greveson.co.uk/scripts/mopMultiImport.ms)
-------------------------------------------------------------------------
IllusionCatalyst IC.SHAPE (by SyncViewS (http://www.illusioncatalyst.com/ic_shape_intro.php))
IC.Shape is a set of instruments designed to increase productivity and ease the modeling process. The whole toolset is driven by the 3ds Max standard painting system and tracking functions. It gives its best paired with a pressure sensitive device, since many instruments react to natural strokes. The learning path is straightforward, thanks to a clear interface and shortcuts painless to remember and handle during the modeling process. Many tools are context sensitive and perform different actions based on the artist's intent, without complex combinations of keys. No more than one key is to be hold at the same time to activate an alternaive behaviour and each modifier key gets similar results in comparable tools, like draw and erase, or paint deformation tools. The artist has more time to take care of the creative process.
Thread: http://boards.polycount.net/showthread.php?t=67965
Download: 2.0 beta 5 (http://www.illusioncatalyst.com/ic_shape_intro.php#null)
-------------------------------------------------------------------------
TEXTOOLS (by Renderhjs (http://www.renderhjs.net/textools/))
TexTools is a collection of UV and Texture related scripts for 3dsmax 9 and up that can be very easily installed. It was initially started to improve my personal workflow of UV-editing and Texture previewing in 3dsmax. Eventually I ended up creating scripts that other UV tools can not do or do not yet provide.
When using TexTools you will see a Toolbox inside the GUI of 3dsmax. Most functions only work if you are in the editUVW mode in 3dsmax (unwrap UVW modifier and then the edit button).
Thread: http://boards.polycount.net/showthread.php?t=69736
Download: v3.00 (http://renderhjs.net/bbs/polycount/texture_maxscript_tools/TexTools_3.00.mzp)
-------------------------------------------------------------------------
OUTLINER (by Pjannsen (http://www.threesixty.nl/))
The Outliner 2.0 is a fast and easy to use scene management tool. It has a wide range of features, including selecting, hiding, freezing, linking and grouping objects in the "Hierarchy Mode". In the "Layer Mode" you can organize your scene by dragging&dropping objects from one layer to the other. What's more, the Outliner offers support for nested layers, to manage scenes more efficiently. The interface is nimble enough to keep it open constantly.
Thread: POLYCOUNT (http://boards.polycount.net/showthread.php?t=71876), CGSOCIETY (http://forums.cgsociety.org/showthread.php?f=6&t=871399)
Download: 2.0 (http://script.threesixty.nl/outliner/get_latest.php?file=outliner)
renderhjs
04-14-2010, 07:32 PM
hey guys did anyone of you noticed that this thread has already been dumped into the archive section, i.e. we are not supposed to post here.
The question thus is if we need another active thread like this in the Tech Talk section. I have been posting here as well even though I noticed that but I thought that with what I posted the right audience was already subscribed to this thread.
On the other hand the Tech Talk section already has so many Sticky threads, anyway just a thought
Eric Chadwick
04-15-2010, 05:39 AM
This is a good section for old stickies. Archive does not mean inactive, otherwise they'd be closed. Stickies breed like rabbits, gotta cull them now and again, helicopter with a rifle!
Great post Ravenslayer. If the wiki upgrade ever happens, this thread would make a great page.
This thread was moved in here, because, as you say, Tech Talk had a huge amount of stickies already and this was one of the less active ones, hence being moved to Archives.
You can still post here, clearly the thread is not closed. It is more of an "archive" thread, rather than an active discussion, though.
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