View Full Version : [Technical Talk] - Max Plugins
Josh_Singh
11-08-2004, 10:37 AM
Hey guys, I was just wondering if we could get a thread featuring all those cool max scripts and plug-ins we lost from the old poly count. The ones I can think of off the top of my head:
Chuggnutt's uv tools
texporter
Juan martinez's polycounter and u.v. mirroring script
u.v. help (works like relax in deep u.v.)
That one tool that spits out a .psd from your u.v editor
If you guys know the links to these great tools Please post them!!! and If you know of any others please share!
Chuggnut's UV Tools:
http://www.chuggnut.com/scripts/unwraptools/unwraptools.htm
Texporter:
http://www.cuneytozdas.com/software/3dsmax/
Martinez's Maxscripts:
http://www.juantwo.com/scripts.htm
UVHelp script (a must-have, imho!)
http://www.microcan.nl/uvHelp/uvHelpVS.htm
UVW Map exporter as PSD vector paths:
http://www.rpmanager.com/freeTools.htm
Any more you need? /images/graemlins/smile.gif
MoP
Josh_Singh
11-08-2004, 12:33 PM
you rock man. that really helps.
FatAssasin
11-08-2004, 03:23 PM
I forgot about that PSD path exporter, I love that thing.
Eric Chadwick
11-08-2004, 03:38 PM
Orionflame is pretty cool.
http://www.flamefx.com/
HarlequiN
11-08-2004, 08:08 PM
Stuck to the top, since this is pretty damn handy.
FatAssasin
11-09-2004, 02:07 AM
Two of the best free plugins, Color Correct and Textporter, can be downloaded here:
3ds max Plugins (http://www.cuneytozdas.com/software/3dsmax/)
CrazyButcher
11-09-2004, 03:13 AM
many (if not all /images/graemlins/wink.gif )plugins can be found here:
http://www.maxplugins.de
and a giant script library is here
http://www.scriptspot.com
LeJomphe
11-10-2004, 03:32 PM
Don't forget that great UV relax script.
UV Help (http://www.microcan.nl/)
FatAssasin
11-14-2004, 10:49 AM
Greeble (http://max.klanky.com/)
For those that don't know what it is, it's usually used to add a lot of extra detail to things like spaceships and death stars. Here's some examples of how someone has used it:
Greeble Stuff (http://www.richardrosenman.com/greeble.htm)
And here's a tutorial on how to use it to create a city:
Greeble City (http://www.schloerb.com/tutorial/greeblecity_1.htm)
Just sucks there's so few plugins for GMax, if any... :/
Josh_Singh
11-16-2004, 12:42 PM
Phatassasin, dude that greeble tut is dope! Ive always wanted to make a huge gta type city! and now I can, and now, I can.
FatAssasin
11-16-2004, 01:58 PM
Don't forget about the free cloth simulator, SimCloth.
SimCloth (http://www.chaosgroup.com/software/software.html)
Use this link for Max 6 and 7 version (http://www.highend3d.com/3dsmax/plugins/?section=modifier)
LeJomphe
11-16-2004, 05:34 PM
Sweet, this is a long shot but anyone know if there are any fur/hair max plugins out there by any chance ? I'd love to experiment a bit in that area.
FatAssasin
11-16-2004, 07:21 PM
I'm assuming we're sticking with free plugins here, so you can try Ornatrix. I've seen good results, but it was a bit buggy the last time I tried. Give it a shot though, and let us know how it works.
Ornatrix Hair Plugin (http://www.ibmr.net/Ornatrix/)
Josh_Singh
11-16-2004, 10:55 PM
This is great! Fatass, you gots the hookups! church!
jehuty
12-02-2004, 03:32 PM
cool guys...=)
Eric Chadwick
12-03-2004, 01:11 PM
Some semi-obscure plugins/scripts I really like...
Skin Or Die
http://www.scriptspot.com/andrehotz/
Tons of tools for working with Skin weights. Free.
CompositeMode
http://www.morphographic.com/Diversions/MaxPlugins/Diversions_3DMAXPluginsCompositeMode.htm
A mix map that duplicates many of the Photoshop layers blending modes. Free.
Texture Layers 2
http://www.mankua.com/
The cream of the UVW tools. Not free, but worth every penny.
UVPaint
http://w3.enternet.hu/godzola/ScriptSide/
Funky workflow but super-useful for UV-ing architectural models. Free.
killingpeople
12-07-2004, 03:52 AM
thought it was worth mentioning,
all max 6 plug ins are said to work in max 7.
Jackablade
12-14-2004, 03:27 AM
Simbiont - Free Darktree procedural texture plugin. New procedurals can be downloaded too. Great for doing not particularly detailed high poly stuff (Not characters for example), quickly. Does nice cars if you play with it a bit.
http://www.darksim.com/html/download_simbiont2.html
vanilla
12-19-2004, 01:29 AM
Seamless wokshop filter (part of the Redfield 9 Plugins set)
http://www.redfieldplugins.com/filterSeamlessWorkshop.htm
It's a Photoshop plugin so it should work with other paint programs that allow .8BF plugins as well. Basiclly it tiles textures that dont tile. It doesnt come with much documentation - here's a tutorial I made that uses it:
http://www.thickshake.com/chrome_foam/tutorials_and_docs/How_To_Make_Tileable_Textures.html
Eric Chadwick
12-20-2004, 08:05 AM
Wow, definitely the coolest auto-tiler freebie I've ever seen. Not a max plugin though... this should really be its own thread.
It's helpful that they included tooltips for everything. Quite intuitive.
Thanks a lot for sharing this.
Joshua Stubbles
12-20-2004, 10:11 PM
Hey Eric - do you know if there is a max6/7 version of that UVpaint script anywhere? I can only find the .5x version, and it seems a bit screwy in max6
Eric Chadwick
12-21-2004, 07:08 AM
Try contacting the author, see if he/she wants to upgrade it.
But it's a bit fiddly anyhow. I asked Zola about it, and it turns out the pointing algorithm that's being used requires a Perspective viewport.
You also have to use a viewing angle that keeps the top of the grid behind the surface you're painting. If you look upwards at the surface, or nearly parallel with the horizon, then it won't work, there's no available projection point. The viewport has to be looking downwards.
Another tip. Since the script requires all the UV vertices to be "broken," you'll want to re-weld them when you're done. When I use UVPaint, I add a UVW Unwrap, select all the UVs, Break them, collapse to Editable Mesh, use the tool, add a UVW Unwrap, re-weld the UVs, then collapse back to Editable Poly.
It's worth the extra effort, saves me a ton of time, at least with mechanical/architectural models. I found it's much faster than using planars and Stitch. But YMMV...
Prs-Phil
12-25-2004, 03:47 AM
Martinez Script doesnt work with Max 7, wich has doubled the amount of work I have to do today. O_o
KDR_11k
12-25-2004, 04:45 AM
You mean the mirror weights thing that is now deprecated as MAX7 has this feature built in?
Prs-Phil
12-25-2004, 11:40 AM
I wish ... unless I havent looked at max good enough yet /images/graemlins/wink.gif
Is there a max export utility to hl2? I need toi export my models.
-R
TheWaq
01-08-2005, 09:26 AM
hey everyone
Can someone please tell me how to make the psd path exporter work in any version of max?
thanks
TheWaq
01-09-2005, 11:41 PM
thanks everyone for such gr8 plugins i made psdpathexporter work
Joshua Stubbles
01-20-2005, 11:55 AM
Actually, I'm looking for a script that someone posted a while ago, can't remember who though. It allowed you to select multiple objects, then pick another object to be instanced from. This is partiularly handy when placing stinkin' glow objs. Anyone seen this around ?
Eric Chadwick
01-20-2005, 12:02 PM
Here's one, haven't used it.
http://www.scriptspot.com/download.asp?ID=2339&inf=1
I've used this one, but there's no UI.
http://www.scriptspot.com/Main_Scripts.a...opied%20objects (http://www.scriptspot.com/Main_Scripts.asp?BrowseType=Search&Sort=Name&ST=1& SearchField=Converts%20copied%20objects)
Joshua Stubbles
01-20-2005, 01:37 PM
Awesome. Thanks a million, Eric. The first script didn't seem to work, but the bottom one works great.
Thanks again.
IceWolve
01-22-2005, 06:39 PM
Pak, go here for mdl decompiler, and smd importer. http://www.hl2world.com/wiki/index.php/CStrikeSource_Weapon_Replacement
And teh smd exporter here http://www.hl2world.com/wiki/index.php/Max_To_HL2_Animated or here http://www.hl2world.com/wiki/index.php/Static_Models
mambo
02-02-2005, 09:10 PM
I don't know if this really consists as a plugin, but it is a free exporter for 3dMax. www.tiburongx.com (http://www.tiburongx.com)
skrubbles
02-12-2005, 04:39 PM
I came up with this after reading someone's cry for help on the cgchat forums. Its not really a plugin that'll give you tools or anything... It'll just give you more workspace.
Here's a script to get rid of everything bellow the viewports... it hides the timeslider, trackbar, and statusbar (the bar containing the animation and viewport buttons)... and the great part is that you don't have to enter export mode and it keeps everything else you had showing on the screen, like the main toolbar, command panel, and floating toolbars. If you're like me, a non-animator who uses hotkeys instead of the zoom buttons then this is great and gives you more space to work.
To do this go to MAXScript > New Script
type in the following:
(
trackbar.visible = false
timeSlider.setVisible false
statusPanel.visible = false
)
Then save the script with any name you want but make sure you save it in the folder: scripts > startup
that way the script automatically runs everytime you open max. If you don't put it in that folder then the statusbar will show again next time you open max. This means you'll have to manually run the script everytime you open max... which can be annoying if you're lazy like I am.
Hope this helps /images/graemlins/smile.gif
FatAssasin
02-13-2005, 10:28 AM
To take skrubbles' tip one step further, if you want a toggle for the animation timeline instead of just turning it off, use this script:
(
val = trackbar.visible
trackbar.visible = not val
timeSlider.setVisible (not val)
statusPanel.visible = not val
)
Copy and paste the text into a new script window (MAXScript > New Script), highlight all the text, drag and drop onto a toolbar. You've just made a button you can click whenver you want to show or hide the timline area.
And about having to run it everytime you start Max, if you set the UI just like you like it, and save a max file called MaxStart.max in the Scenes folder, it will load that file every time Max starts ups and you'll start with that instead of the default layout. This include units setting, render settings, viewport configuration, material editor settings, etc.. You could even set it up to always start with a light and camera in the scene, or a ground plane, or whatever.
I just did a test and the Status Panel will always show up when you restart Max, whether or not it was hidden when you save the MaxStart.max file. If you always want it hidden, do what skruggles said. But personally I like to keep it showing so I can type in short scripts and manually change the PRS values of objects without bringing up the Transform dialogue. If you want to keep it open, but still hide the timeline, just delete the statusPanel line from the script.
skrubbles
02-15-2005, 01:01 PM
thanks FatAssasin... that button works great /images/graemlins/smile.gif
Thegodzero
03-02-2005, 01:18 AM
I need a good ocean shader/plugin for max, i know there is this one that does insainly great work but i cant remember its name. I think it was used in apolo 13, but not sure, its does ocean and skys. If someone could help me out that would be great.
Thegodzero
03-02-2005, 01:58 AM
found it!!
http://www.afterworks.com/DSBfirst.htm
Thegodzero
03-02-2005, 05:42 PM
That plug in is shit, pure and crap, sure the videos look nice and all. The probmlem is that it resets itsself every few seconds and to get something like what they have it would take you a week of tweeking and saving every ten seconds. Its bloody shit, hit that i spent the last 18 hrs trying to get to work rite.
On the otherhand if you have the time to waste and are fine with being stressed out by it screwing you when you think you have something then by all means go for it.
Eric Chadwick
03-03-2005, 07:39 AM
I've used it without many problems. Which part are you using? The sky controls are great. The water has an auto-dstance-tesselation that's pretty good. What do you mean it resets itself?
My biggest beef with it is that the wave displacement tiles too much... for renders I wish it had some randomness. Although for texture use I did get the tile to work in my advantage, to bake out a nice looping tiled height map.
http://www.ericchadwick.com/examples/movies/dreamscape_waterbump.mov
Thegodzero
03-03-2005, 06:52 PM
ohhh now thats sexy....
Sorry about my rant, every time i would turn on the coulds then go back up and change some value outside of the could controls it would randomly reset back to default. The same went for all other functions of the plugin. I would get the water looking great just in time for it to reset the sky. After redueing the sky the water would then reset and id be back working on it. It looked so nice, but atlast it didnt want to work.
Eric Chadwick
03-03-2005, 07:03 PM
That's weird man. Was this the demo? What version of Max?
Well this is getting pretty OT. If you're still willing to give it another go (it's pretty good), try posting a query in the Discreet Certified section, there are some power users in there that like to help out. In know that Don Gray is really responsive...
http://support.discreet.com/webboard/wbpx.dll/~discreetcertifiedplugins
There are other water shader/mesh solutions out there too.
http://www.maxplugins.de/comm.php?search=ocean
Thegodzero
03-03-2005, 07:14 PM
For now, i'm happy with my resault.
http://tgz3d.com/images/sea-outpost.jpg
Id like to try it out again, but not for a bit. I'm using max 7, that might be it, but as i said, i'll come back to it another day when i have less to do in such a short time.
Nakur
04-15-2005, 08:21 AM
Just downloaded UV help today... that thing rules ^_^ My UI has changed so much since stumbling upon these boards, can hardly recognize it from the default UI anymore.
Chunkey
06-06-2005, 03:25 AM
awesome thread, guys /images/graemlins/laugh.gif
one thing I'm hoping is possible is to bind the figure/bip mode button in max 5.1 to a key.
I've been using the Skin modifier at work and it would be mighty useful if there was a mean of testing how verts are being moved about without the ballache of coming out of skin and then clicking on the button to get the character animating- is this possible or am I just being a lazy git? /images/graemlins/wink.gif
Chunkey: Maybe you could just leave it in Biped mode, make a keyframe on frame 1 where the legs and arms are all bent and rotated outwards (to their maximum realistic limits), then just use the default shortcut keys of < and > to jump from frame 0 (default pose) to frame 1 (test pose) ... would that work?
Chunkey
06-06-2005, 03:59 AM
could be a goer...... I'll give that a try /images/graemlins/laugh.gif *feels a bit of a spaz for not thinking of this earlier*
Chunkey
06-06-2005, 04:40 AM
and indeed it does work /images/graemlins/smile.gif
Ta for that MoP /images/graemlins/laugh.gif
Spur of the moment thing - I'll have to try it myself next time I rig something, sounds like a sensible method /images/graemlins/smile.gif
Eric Chadwick
06-06-2005, 07:30 AM
[ QUOTE ]
I've been using the Skin modifier at work and it would be mighty useful if there was a mean of testing how verts are being moved about without the ballache of coming out of skin and then clicking on the button to get the character animating- is this possible or am I just being a lazy git?
[/ QUOTE ] Skin or Die has a toolset for this. Pretty cool actually.
Here's a screenshot of most of the tools.
http://www.ericchadwick.com/examples/files/SkinOrDie2.03.jpg
The "test bone deform" window on the left is the one that does this.
Hmmm, looks like Andre's site is dead. Here's a mirror of the latest version I have, at least until his site pops back up.
http://www.ericchadwick.com/examples/files/SkinOrDie_2005.03.15.mzp
Another way that I test skins is to set up a quickie animation first, then start adjusting weights to that. You can play/scrub the animation while editing the skin. Really helpful for the difficult bits like armpits and asses. /images/graemlins/smile.gif
Chunkey
06-07-2005, 04:45 AM
Aye, it does look rather nice, and I gave it a try a few days back after checking this thread out.
The biggest problem I have though is that I'm hamstrung by the fact I'm using Max 5.1- using any later versions is out of the question /images/graemlins/frown.gif Also I can't have the final mesh state set as editable poly but hopefully this plugin will become more useful in the future /images/graemlins/smile.gif
Thanks for the help anyways /images/graemlins/smile.gif
Eric Chadwick
06-09-2005, 09:28 AM
I'm using it in 5.1 for a year or so without problems. But yeah it does require Editable Poly. Bio Skin does some similar things with Skin, works in 5.1, and requires Editable Mesh. Might try that...
Where is the script that tells you how much of the Unwrap realeastate you've used? I think it's one of martinez's scripts.
-R
Eric Chadwick
06-11-2005, 11:28 AM
It's called TextureArea.mcr. I dunno whether it's kosher to post it or not? Maybe ask monster or poopinmymouth.
hawken
07-19-2005, 04:41 PM
any of you guys know and good cell shader for max?
I had one years ago, fuck knows what it was called.
Illustrate! is probably the one you're thinking of, Hawken, it's a really good and versatile toon/technical illustration renderer.
You can do cel shading style in Max5 and above with the Ink 'N' Paint material type, straight out of the box. At least I think it was version 5, might have been Max6 they added that material...
Josh_Singh
10-11-2005, 11:28 AM
any tuts online for using skin or die? I hear good things but the interface is pretty intimidating!
Eric Chadwick
10-11-2005, 12:05 PM
It comes with a good help file, have you read this and still have questions? After you install it, you'll find the help in \3dsmax7\Help\.
PolyMonkey
10-26-2005, 08:08 PM
Ghost_rider FYI if you have access to max 8 you might not have a need for skinordie. I found the new selection tools among other things that come stock in 8 now to work just great when rigging. Just one less script to install. Good luck.
Eric Chadwick
10-27-2005, 06:42 AM
The author of Skin Or Die is now hosting his scripts on Scriptspot. He added a couple fixes I asked for, namely saving my custom window layouts. If you have any feedback, be sure to let him know, he's quick with updates. And you can't beat free software!
http://www.scriptspot.com/andrehotz/
Jhotun
11-04-2005, 09:37 AM
Hey guys, do not know if this has been posted before (it is very new), but if not you cannot let it pass /images/graemlins/smile.gif
Basically, it morphs a mesh to the surface of another. And let me tell you that it works as a charm.
head on to http://www.scriptspot.com/download.asp?ID=3131
Cheers
Eric Chadwick
11-04-2005, 09:53 AM
Yeah, Paul makes some great tools. He's really helpful too. Drop by his forum sometime.
hawken
11-05-2005, 10:06 AM
head generator for max. was I dreaming?
Hawken, if you have $500 lying around... go and buy this (http://www.facegen.com/modeller.htm).
Joshua Stubbles
11-22-2005, 06:58 AM
Hush MoP, that's our secret :P
We've actually licensed that app for our next game.
ManiaX
03-08-2006, 03:13 PM
It only shows the pludins will wok up to 3DS Max Version 7. amyone know if they will work with version 8?
ManiaX
03-08-2006, 03:17 PM
I am looking for that utility that will take a .XPR file (or is it a .dds file? ) and extract the wire frame 3D Object and let you inject it back in. Any ideas?
Eric Chadwick
03-08-2006, 03:28 PM
XFR format exporter?
http://www.maxplugins.de/max8.php?search=.x
I'm not sure what you're asking for.
rollin
05-02-2006, 10:09 AM
alignobject2face (http://www.scriptspot.com/bobo/mxs4/alignobject2face/)
nice to place "details" on your highpoly model for normalmap baking
works even in max7 /images/graemlins/smile.gif
Eric Chadwick
06-01-2006, 11:49 AM
CoolPicker (http://www.idigitalhouse.com/Tech/dh_tech.html) is a nice replacement for the standard color picker in Max. Some interface pics here (http://boards.polycount.net/showflat.php?Cat=0&Number=67874&an=&page=0&vc=1).
A friend didn't have this, so I thought I'd mention it again. Also it's been upgraded since then. After restarting Max, go to Preferences > General and you can turn it on via the Color Selector dropdown.
dejawolf
06-10-2006, 10:07 AM
shelllaunch $.material.diffusemap.filename ""
this maxscript allows you to directly open a bitmap texture for the selected object (although it doesn't work with multi-sub-object materials)
i suppose it might be possible to modify it, so that it opens the materials of multiple selected objects. or multi-subs.
Cybroxide
07-02-2006, 12:19 PM
does anyone know if there is a 3Dmax plugin similar to the "make live" mode in maya
zweek
07-04-2006, 11:12 AM
looking for EdgeChex plugin, read in a few cg posts but link is broken, unknown russian developer, thanks
thomasp
07-04-2006, 02:26 PM
edge-plugin was downloadable from cgtalk yesterday. found it via googling.
cybroxide: max freehandtools (fht) might be what you are looking for
http://www.vg2max.spb.ru/
zweek: That's the russian developer's site, the plugin is available there (in the list on the left).
liquidx
07-25-2006, 06:56 PM
I'm running MAX8, could someone tell me how to install it, since for some reason I'm getting an error when I try to run it...
I'm sure its something I'm not doing right...
Thanks!!! /images/graemlins/smile.gif
liquidx
07-25-2006, 07:51 PM
nm. Got it to work... my bad! /images/graemlins/smile.gif
Pedro Amorim
09-10-2006, 02:01 PM
HELLO EVERYBODY!!! (Dr Nick from the simpsons impressionation. :P)
Well, i was wondering.. Is there any tool for max, for automating lightmapping generation?
What i mean is.. Like, you only have to set up your light scheme, and then call the script and he will automate the generation of the lightmaps putting them on the correct slot and stuff.
I dont know if im making myself clear, because you will porbably say for me to use the render to texture feature. And i will say. Thats cool. but instead of that, someone could do a script even more simpler for lightbaking.
Eric Chadwick
09-11-2006, 06:22 AM
simpler = dumbed-down & inflexible, usually. So I find myself avoiding the simplified UIs, because I need to tweak something or other.
RTT does have an auto-put-to-material option (which I never use, since it voids our game output workflow. could change that, but whatever).
The biggest PITA is UVs for lightmaps, IMHO.
Pedro Amorim
09-11-2006, 07:15 AM
exactly the uvs are the part that i dont quite get it. i.e, for example. i use a 128x128 grass texture on a plane with 4x4 segments. and then apply a uvw map set to face.
This is all fine and dandy. but for example, if i want to render a lightmap of that plane, i dont know how to do it since its uvs are set to face.
Is there a way or im just being an ass?
monster
09-11-2006, 08:28 AM
Typically the lightmap is on another UV channel, and the color and lightmaps are blended together in realtime.
I don't know of any tools that do it. I wouldn't use render to texture since it actually bakes the two materials together, and will use more texture space.
Eric Chadwick
09-11-2006, 08:50 AM
Strange... I find Max's RTT does this fine, in fact it does a great job IMO. It'll bake to any UV channel you want, and has a lightmap output option, so it only bakes out lighting without the colormap/etc. There are other tools though that just bake lighting. You might try giles (http://www.frecle.net/giles/), or maybe Blender (http://www.blender3d.org/cms/Ambient_Occlusion.231.0.html). I dunno, I don't do much lightmapping these days.
Generally the way to make lightmaps is you create a few (or one) lightmaps that are shared by many (or all) of the objects in the game level. You pack all those objects' 2nd UV channels into a single UV set, which they then all share. A pic of that kind of packing here.
http://www.blackpawn.com/texts/lightmaps/default.html
So your grass piece would end up bing a single tiny qquad in there. All surfaces in the game level need a unique section of the lightmap.
Here's an old thread that has a maxscript for baking a bunch of objects at once. Might help you. I haven't tried it.
http://forums.cgsociety.org/showthread.php?t=211985
Pedro Amorim
09-13-2006, 04:18 PM
Yo. So yeah. I was being a dork. :P
I made 2 sets of uvs, one in each channel. and BAM! it worked. /images/graemlins/wink.gif
I was wondering, there was a script i downloaded some time ago, which took a screenhsot eveery X minutes or seconds of the active viewport and saved it automaticly to the Images folder. That was neat. But. what im wondering is.. is there any script that for exampple, you can set up a camera in the scene, and then even if your working in the perpective, it takes a screenshot of the camera view every x times. THis would be cooller cause this way the model would remain in the same position and we would see the detailing being done. good for making gif animations. if there isnt a script already made.. is this simple enough for being made?
Eric Chadwick
09-13-2006, 11:13 PM
I think Blur's RenderCam is what you're looking for...
http://www.neilblevins.com/blurscripts/blurscripts.htm
I found it with a quick search in the Cameras section of Scriptspot (http://www.scriptspot.com/start.asp?p=main_scripts&BrowseType=Cameras&Sort=N ame). Handy tip: I always hit the Sort By: 3ds Version first, helps weed out the old ones, anything max4 or older probably won't work in max8.
Good luck!
Pedro Amorim
09-15-2006, 06:54 AM
Hey Eric thanks for the tip. That blur script is neat. But not exactly what i was thining about because what the script does is doing a render of what the camera is viewing every X minutes. What i was thinking was having it take a screenshot. Maybe its easy to change the script i dont know. what do you think?
Eric Chadwick
09-15-2006, 07:00 AM
I'm not a coder, sorry. Why not just set up a material for it that mimics viewport performance, turn off AA, etc., then let it use the renderer?
Edit... here's a script I vaguely remember, Viewport Grabber. Get it here: http://www.scriptspot.com/andrehotz/, also a discussion about it here: http://forums.cgsociety.org/showthread.php?t=115077&page=1&pp=15
There was also one Borislav "Bobo" Petrov wrote a while back, I can't find it, but you might be able to.
Eric Chadwick
10-26-2006, 07:08 AM
Not a Max plugin, but this should be sticky.
new nvidia normalmap filter & dds saver (http://boards.polycount.net/showflat.php?Number=115830)
Nvidia still hasn't updated their installer. I'll edit this post once they do.
I'd give someone a huge amount of praise and maybe even a bit of money if they wrote a working LWO exporter/importer for 3dsmax 7/8/9 ...
Eric Chadwick
10-26-2006, 10:28 AM
Have you tried Deep Exploration?
Yes, but I'd rather not have another app in the pipeline, and I'd also rather not spend $150 /images/graemlins/smile.gif
I might be able to get one of the programmers here to write one actually...
Mark Dygert
10-30-2006, 11:20 AM
Awhile back I posted my an overview of work flow for making levels in 3DS Max. A few people asked me for the tool I use to scatter trees around and instead of digging up the script each time and mailing it off I figured I would post the link and take the lazy way out and point to this post =P
Advanced Painter 1.5.1
http://www.scriptspot.com/start.asp?p=download&ID=1955
I use this script to place trees, rocks, debris ect.
This allows you to add any object to a que then randomly scatter those objects using the paint feature over the surface of another. It comes preloaded with a few paint objects the one I like to use the most is a line generator, it works great for painting hoses, wires, pipes ect on the ground. Normally I don't use the mesh it creates but bake the hose into the texture. Play with it see if you like it, I love it and would be crippled without it =)
Eric Chadwick
01-02-2007, 11:23 AM
Recompiled David Gohara's sciAnaComp map plugin for Max 9 32bit.
http://www.maxplugins.de/ (http://www.maxplugins.de/max9_32.php?search=gohara&sort=Author)
Nothing fancy, not as pretty as MapLayers (http://www.vg2max.spb.ru/MapLayers.htm), but it's free.
Eric Chadwick
02-12-2007, 01:01 PM
Nicer alternative to sciAnaComp, same basic idea as MapLayers... except it's free...
http://www.ericchadwick.com/examples/images/blendmodes.gif (http://www.maxplugins.de/max9_32.php?search=blendmodes&sort=Author)
Xenobond
02-12-2007, 01:09 PM
[ QUOTE ]
Nicer alternative to sciAnaComp, same basic idea as MapLayers... except it's free...
http://www.ericchadwick.com/examples/images/blendmodes.gif (http://www.maxplugins.de/max9_32.php?search=blendmodes&sort=Author)
[/ QUOTE ]
is it faster than sciAnaComp?
Eric Chadwick
02-12-2007, 01:24 PM
Seems faster to me, but that may just be because Blendmodes allows quick swapping of the modes. I like that it uses the Photoshop names, and has ALL of them. Plus it has the amount spinners.
sciAnaComp doesn't have Color Burn, Linear Dodge, etc., only has two map slots, has a busier interface.
Xenobond
02-13-2007, 09:05 PM
what the?!?!? it's missing Hue, Saturation, Color and Luminance. cerrrrap!
Eric Chadwick
02-15-2007, 07:42 AM
http://boards.polycount.net/images/icons/poly103.gif
I have the src for sciAnaComp if you want to tweak those into it.
JordanW
02-15-2007, 08:16 PM
This is a -very- small script I wrote that will import all of the .obj files in a given folder without throwing up the import options dialog. It's handy for bringing in a model that's in lots of pieces. If you have any suggestions for additional features or you see a bug (I'm a rookie) please let me know!
http://www.mutantspoon.com/tools/msobjimport.jpg (http://www.mutantspoon.com/tools/msobjimport.zip)
FatAssasin
02-28-2007, 03:04 PM
Kees Rijnen (maker of Puppetshop) has released a free plugin called "MorphX2". It has most of the same functionality of the normal Morpher modifier, but lets you add morphs on top of the stack while respecting any deformation modifiers (like Bend or Skin) below it. Very useful for adding corrective shapes to an animated character.
http://www.lumonix.net/
FatAssasin
02-28-2007, 05:26 PM
Some really cool free plugins that have recently been recompiled for Max 9:
http://www.footools.com/3dsmax_plugins.html
http://www.lastjedioutpost.ru/Plug-ins/Trail/Description.htm
The last one's in Russion, but I've used the Max 8 version and it's pretty easy to figure out. It basically adds motion trails as a render effect.
Eric Chadwick
03-01-2007, 08:47 AM
Wow, footools is back! Thanks for the links James.
Pedro Amorim
04-26-2007, 05:06 PM
Hi guys,
I am trying to do a little script (Max) that does the following, basically converts the objects that i have selected in the viewport to EdPoly and then sets one smoothing group per object.
For example, obj1 would have smoothgroup 1, obj2 would have smoothing group 2 and so on and so forth.
The problem is that its not working has i want.
Anyone can help me out?
Here is the code:
sel = selection as array;
for obj in sel do
(
convertTo obj PolyMeshObject
)
try (
for i = 1 to (sel.count) do
polyOp.setFaceSmoothGroup sel[i] sel[i].faces i add:false
)
catch(print "Error")
Bryan Cavett
04-26-2007, 08:20 PM
Im not sure why yours does not work... possibly you dont have any faces selected?
I just wrote one that does what you want... though Im not sure how you want to handle it if you have more than 32 objects... right now it pops up a message box telling you that it ran out of smoothing groups
<font class="small">Code:</font><hr /><pre>
(
smthBits = #(1,2,4,8,16,32,64,128,256,512,1024,2048,4096,8192 ,16384,32768,65536,131072,262144,524288,1048576,20 97152,4194304,8388608,16777216,33554432,67108864,1 34217728,268435456,536870912,1073741824,-2147483648)
smthGrp = 1
for i in 1 to selection.count do
(
addmodifier selection[i] (smooth())
if smthGrp <=32 then
(
selection[i].smooth.smoothingBits = smthBits[smthGrp]
smthGrp = smthGrp+1
)
convertTo selection[i] Editable_Poly
)
) </pre><hr />
edit: i took out the error messaage b/c the way it was implemented was wrong and it would display it everytime it looped through the rest of the objects... not good when there are hundreds /images/graemlins/smile.gif
Pedro Amorim
04-27-2007, 02:25 PM
oh.
its working perfectly!
thanks man, really appreciated!
Eric Chadwick
05-01-2007, 02:01 PM
Anyone remember a plugin or script that changed an object's color based on collision with another object? I remember seeing it awhile back, but now I can't find it.
Found it! Maxim Capra's Touch Texture Maker (http://www.maxim-capra.com/main.php?men1=m_work&con=c_codmxs). Pretty cool.
Eric Chadwick
05-25-2007, 08:41 AM
Schematic material editors.
NodeJoe (http://www.nodejoe.com/features_en.php) ($298)
Jerry Ylilammi's SME (http://forums.cgsociety.org/showthread.php?f=6&t=500501&page=1) (free)
Kees Rijnen's Helium (http://www.lumonix.net/helium.html) (free, but just a framework, not a finished sme)
Josh_Singh
06-22-2007, 05:17 AM
Hey Guys, Does anybody know what happend to that nifty little Max Plug in, that would generate a low poly head?
It was free. The heads weren't that great but they were all quads and made great bases for zbrush or mudbox. Ive searched all over the forms and can't find it. Anybody Know what Im talking about?
Facemaker /images/graemlins/smile.gif
http://www.scriptspot.com/3ds-max/face-maker
There ya' go
Mark Dygert
07-27-2007, 07:52 AM
I recently stumbled across JJTools (http://www.jimjagger.com/Pages/Tools/JJTools.htm). Ironically I recognize some of the art in his portfolio and I found that he actually posted links to early versions of these tools in 2004 (before this thread started). It's nice to see he has kept up with it and is still in the industry and still making great tools.
I highly recommend:
http://www.jimjagger.com/Assets/BipedSelector.jpg (http://www.jimjagger.com/Assets/JJToolsV8.zip) Biped Selection tools
http://www.jimjagger.com/Assets/mostrecent.gif (http://www.jimjagger.com/Assets/JJToolsV8.zip) Asks if you want to load the most recent file, when Max opens.
Jim Jagger
08-25-2007, 02:07 AM
I finally got round to releasing JJTools 9 for Max 9. You can find it at www.jimjagger.com (http://www.jimjagger.com)
thanks Jim! much appreciated.
cheers,
Rom
snowblindstudios.com
Josh_Singh
09-18-2007, 12:03 PM
Anybody know of a good Polycounter for max 9 64bit? Juan's Dosen't work anymore. And it seems as though they messed it up.
Pedro Amorim
09-18-2007, 05:08 PM
josh, doesnt max9 have like a viewport polycounter?
i think you press 7 and he appears. and you can configure it on the viewport settings.
is there some script that can reset the ids of a mesh?
clean the ids that are on the mesh, so i can apply new ones.
Josh_Singh
09-19-2007, 06:11 AM
Dude Thanks a ton Bitmap.
Eric Chadwick
09-19-2007, 06:35 AM
Josh, make sure to set it to triangle count, if that's what you want, because it defaults to polys. Customize menu > Viewport Config > Statistics tab. A couple other goodies in there too.
bitmap, sub-object Face isn't doing it for ya? A script option...
http://www.scriptspot.com/3ds-max/material-id-dashboard
Psyk0
09-19-2007, 03:04 PM
While were on the subject, is there a way to force max to keep stats to tris? damn thing keeps reverting back to quads.
Hmm maybe saving a max scene?
JordanW
09-20-2007, 07:42 AM
try setting your stats how you want them and save the blank maxfile as maxstart.max in your default max scene folder.
Eric Chadwick
10-11-2007, 06:36 AM
UnwrapTools 1.50, originally by Steve Johnson, updated for Max 9 by Diego Garcia.
http://www.sloft.net/maxscripts/UnwrapExt/UnwrapTools1.50.jpg (http://www.sloft.net/category/maxscripts/)
The Good:
<ul type="square"> Tested using Max 6.0, Max 7.0, Max 8.0 , max 9.0.
Restored the Stitch, Sketch, Pack, and Relax menus in the Quads.
Added: fit relax, relax 2, soft selection, edge loop, paint mode options from max7, expand/compact uvs.[/list]The Ugly:
<ul type="square"> Doesn’t remember changes like turning off the checkbox for Soft Selection Edge Distance, or changing which rollouts are open or closed.
Always defaults to Vertex sub-object mode. When you change the modifier’s sub-object, the script doesn’t change its sub-object to match.
Avoid the Dump rollout completely, it uses super-slow code. The new Render UVW Template in the Tools menu is soooo much faster (and better options too).[/list]
Edit...
Hotkeying unwraptools
http://boards.polycount.net/showflat.php?Cat=0&Number=136963&an=&page=0&vc=1
FatAssasin also has hotkeyable UV scripts: aligning (7 ways), relaxing (4 ways), and welding. Awesomeness.
http://jhaywood.com/maxScripts.htm
Snight
10-26-2007, 06:34 PM
does anyone know of a plugin or script that will automatically apply a default gray material to a primitive object when you create it instead of having to change it manually?
Eric Chadwick
10-27-2007, 10:05 AM
Built into Max, sorta. In the Object Color palette, click on the color you want, then uncheck Assign Random Colors. Not really a material, but at least it's a single color.
Snight
10-27-2007, 01:28 PM
I use that for the wire color, its just a pet peeve I have that max doesn't default to black wire with a gray material, like most other 3d packages and was hopin there was some script that would fix it.
Eric Chadwick
10-28-2007, 12:15 PM
Ah I see what you mean. Check out this script from Paul Neale...
http://paulneale.com/scripts/autoMaterial/autoMaterial.htm
Snight
10-28-2007, 08:03 PM
perfect, thanks EricChadwick!
Jim Jagger
12-02-2007, 04:23 AM
Just updated JJTools for 3ds Max 2008. I hope people still find them useful /images/graemlins/smile.gif
http://www.jimjagger.com/Pages/Tools/index.htm
t4paN
12-10-2007, 06:41 PM
Hey does anyone know where I can download the Mirror Physique script? Juan Martinez's site link is not working..
/edit scratch that, I suck. Found it /images/graemlins/smile.gif
Pedro Amorim
12-20-2007, 03:04 PM
is there a way to make max behave like modo and the tab key?
i would like to press the tab key and activate the smoth nurbs result and pressing it again deactivate it. any tool to do dat?
The Ugly:
I can't find a way to change the value of the softselection, i can change the falloff type and esgedistance but not the range of the softselection, its just grey :/
Eric Chadwick
12-20-2007, 03:26 PM
MoP's Soft Sel. Falloff Slider (http://boards.polycount.net/showthreaded.php?Cat=0&Number=244738&page=0&vc=1)
bitmap, Tab key is hardwired AFAIK, but you could set the tilde key (just above it) to any keyboard hotkey you want.
Pedro Amorim
12-20-2007, 04:21 PM
sweet stuff eric!
now. i only need to know how to default setup the nurms toogle to be at 3 iterations .olol
PolyHertz
01-11-2008, 09:30 PM
Anyone know of a script for max that would work similarly to polyboosts surface move tool? It makes it so that verts/edges/polys when selected will snap to the surface of an underlying high poly mesh and can can be moved along the highpolys surface. It's the only reason I really used polyboost, but I only own 1 license (laptop) and would prefer not to have to buy a second (desktop) if theirs something else out their that'll do the job for less or free.
Eric Chadwick
01-14-2008, 06:48 AM
Max snaps can do this. Not as elegant though, you have to rotate the edge manually. Polyboost is pretty cheap though. A re-topologize thread (http://boards.polycount.net/showflat.php?Cat=0&Number=231785&an=&page=0&vc=1).
http://www.ericchadwick.com/examples/images/3dsmax_extrude_snap.jpg
PolyHertz
02-14-2008, 03:37 PM
Thanks for that Eric (though I realize my response is reeeealy late), could've sworn I'd tried that before but with glitch-tastic resuls. Maybe that was back in max 7...
Anyhow, theirs another feature I'd like to know if any plugins have. I'd like to be able to select edge loops like in modo or nex (just double click for loops), and maybe something similar for rings. Is their anything out their which would do the trick?
Eric Chadwick
02-15-2008, 08:00 AM
You'll be wanting Roger Hyde's LSD (http://www.scriptspot.com/3ds-max/lsd). Does loops only, but it's pretty slick. When you hover over an edge it shows you the loop, and you can click to select/deselect the loop. It's encrypted though, so can't edit it to do Rings. You could contact him (http://forums.cgsociety.org/member.php?userid=480) though, ask nicely.
Oops, it DOES do rings too. Just hold the Shift key!
http://www.scriptspot.com/users/pjanssen/track
Pier Jansson's scripts are awesome.
Maya-style "Outliner" for Max (only works on Max 9 or above), and Hard/Soft Edge script, which I now use quite a lot.
Eric Chadwick
02-15-2008, 10:22 AM
Oooh, hard/soft edges. Thank you MoP!
PolyHertz
02-15-2008, 12:41 PM
Tried out the LSD plugin. Was neat for a few minutes (though would've prefered if it integrated into maxs defaults instead of having to be enabled for each use), but then it killed/locked all maxs shortcuts so now I have to reinstall /images/graemlins/frown.gif
Eric Chadwick
02-15-2008, 12:43 PM
Did you right-click out of LSD mode before trying your other hotkeys?
PolyHertz
02-15-2008, 12:45 PM
Yep, sure did. Tried a bunch of stuff, determined for sure it's a vista issue. Don't know how (if?) a plugin triggered it but oh well, at least now I have enough incentive to finaly switch back to xp (ben meaning to for a while).
Murdoc
02-25-2008, 01:15 PM
Thanks for the outliner tip Mop, the "select" list thingy has been annoying the hell out of me
j_bradford
02-29-2008, 12:30 AM
Hey guys, sorry to be a complete doofus for asking but where can I find that spiffy new obj import/export plugin that should be used in place of max's built in one? I hear even autodesk is recommending it until they fix theirs.
Guruware OBJ Import & Export plugin (http://www.guruware.at/main/objio/index.html)
j_bradford
02-29-2008, 10:12 AM
Thanks, Mop!
mind you the exporter itself its not without problems, sometimes adding extra verts during export
Normalize UVs maxscript v1.1 (http://www.greveson.co.uk/scripts/normalizeUvScale.ms)
Feedback/bug report thread here, please post any issues there, not here. (http://boards.polycount.net/showflat.php?Cat=0&Number=280165&an=0&page=0#Post2 80165)
BradMyers82
04-07-2008, 12:08 PM
Hey guys, does anyone know if a script exists like shrink wrap / conform wrap or expand wrap to work with the projection modifier (specifically the cage) adjusted properly. This would save a tone of time in some instances and I would really love to have something like this.
I`m not sure if this is what you are looking for but give it a try and see: http://www.scriptspot.com/3ds-max/shrink-wrap-ms-0
BradMyers82
04-21-2008, 11:48 PM
Hey Vik, thanks for the replay, but it doesn't work for what I am trying to do. If I have a projection modifier on the stack and when I try to run any of the wrap scripts (including shrink wrap) it deletes the projection modifier and replaces it with a Mesh select and relax modifier. Therefore, currently these scripts cannot be used to edit the cage in any way.
To clarify, I am looking for a script that will pretty much get my cage (the cage on the projection modifier, used for baking normals and other elements) right where it needs to be automatically. That is, completly surrounding the high and low poly meshes without either of the meshes poking through the cage.
It seems like it would be possible to use the same methods with wrap for this purpose, but presently it remains impossible as far as I know. I am surprised that no one has created a superior modifier to the default projection as of right now. It seems that it would save a ton of people quite a bit of time and currently the projection modifier could use more options than it has. Then again, I have no idea how difficult a task it would be writing this script; but one has to wonder.
Eric Chadwick
04-22-2008, 08:41 AM
Brad, you can play with the Auto-Wrap tolerance, might get you closer to what you want. Or instead of trying to tweak the cage you might try the sub-object controls, like hitting matching material IDs or setting up specific high-res meshes to only be captured by specific low-res mesh face-selections.
You could look into Kaldera (http://www.mankua.com/), it lets you specify a separate mesh object as the cage, which you could use Conform on. I doubt it would be worth the extra time though (or cost), Conform is not very accurate, especially when one mesh is much lower-res than the other. Better to limit intersections via material IDs or face/element selections, IMO.
Eric Chadwick
04-25-2008, 09:51 AM
http://www.illusioncatalyst.com/index.html
Modeling, skeleton, and animation tools.
Thanks to bitmap (http://boards.polycount.net/showthread.php?t=53078) for pointing this one out!
IxenonI
06-08-2008, 06:46 AM
Is there a smart edge loop / edge ring script, that doesnt crash?
(Select Start loop edge, select end loop edge, push button, the script selects the edges in between the selected edges)
Eric Chadwick
06-08-2008, 10:58 AM
The older free Orionflame does this pretty well. Haven't tried it in more recent versions of Max though.
http://www.scriptspot.com/3ds-max/orionflame
I think LSD (Loop Select/Deselect) does this as well, can't remember. It does a great job of highlighting/selecting edgeloops/rings though.
http://www.scriptspot.com/3ds-max/lsd
IxenonI
06-10-2008, 07:56 AM
Thanks Eric, The orionflame stuff rocks!
Ooghijmiqtxxa
06-11-2008, 08:52 AM
Hey guys, I was wondering if there is a plugin or a hidden setting to display grid spacing along the major lines on the grid itself? Here is an example of what I want:
http://img169.imageshack.us/img169/3695/gridjt7.jpg
If anyone can help me out, I'd greatly appreciate it!
CrazyButcher
06-11-2008, 12:13 PM
what software ?
Since this is the Max Plugins thread, I'd say Max :P
Eric Chadwick
06-11-2008, 12:22 PM
I didn't find anything in a quick search of the Help file, nor http://scriptspot.com, nor http://maxplugins.de. You might be able to script your own custom grid object though.
Ooghijmiqtxxa
06-13-2008, 01:44 PM
Oh well, thanks for taking the time to check!
Murdoc
06-20-2008, 12:30 PM
Is there a tool or super secret option that displays the material in the material editor based on what I have selected?
I hate going into a scene, seeing a blank material editor and then have to eye drop every damn thing. I just want to change the ID names on things quickly(or maybe there is a tool that just does that, which is fine too)
LEViATHAN
06-20-2008, 01:04 PM
The corners of the material are supposed to lighten up if that material is assigned to your selection.
monster
06-20-2008, 01:11 PM
Murdoc,
Open the Material/Map Browser, and change the "Browse" setting to scene.
Mark Dygert
06-20-2008, 01:11 PM
It's a little backward but you could use the material browser (get material, little arrow pointing at a sphere, left side) and set it to "scene" and then use "select by material" on the right side.
It would select the objects in the scene based on the material instead of the other way around but it might work for ya.
Murdoc
06-20-2008, 01:30 PM
Sorry must have worded my question wrong...
What I want to do is select a peice of geo and then have the material show up in the material editor without any additional steps.
Ex: I have 100 objects with 100 different materials on them and I need to change the material ID name each material; so I need an easy way to do this rather then eye dropping 100 peices of geo just to see the material id name.
Mark Dygert
06-20-2008, 01:38 PM
We get it, we're suggesting using the existing tools the way they are intended. Because thats what everyone else does, and the chance that someone else came up with a script to work backwards is highly unlikely, but you never know...
To use GET MATERIAL, DOUBLE CLICK on a material in the list, it will load it into the material editor.
If you set it to scene, it shows you the materials in your scene.
You can load each material into one slot one after another (it won't be deleted from your scene or over written)
Then change the mat ID's as needed.
If you need to find out what piece of geometry that material is linked to, use the the select by material.
PS If that didn't drive the point home, my next post will be a video tutorial. Then I'll need your credit card info so I can fly where ever you're at, show you, and then bludgeon you with something painful.
Murdoc
06-20-2008, 01:44 PM
Uh, rudeness detected? I didn't think you got it because it didn't solve the answer I was looking for.
I'm totally willing to do a work around as long as the work around gives me the results I needed, so I tried my best to better explain it.
Maybe I was doing your work around wrong, but the results with it were not at all what I was trying to do.
Mark Dygert
06-20-2008, 02:07 PM
Humor, not rudeness gotta love the interweb.
I hate going into a scene, seeing a blank material editor and then have to eye drop every damn thing. I just want to change the ID names on things quickly(or maybe there is a tool that just does that, which is fine too)
So you want to change the Material ID name... quickly?
Watch this: http://www.vigville.com/GetMaterialForDummies.gif (http://www.vigville.com/forum_images/GetMaterialForDummies.gif)
If you are trying to do something else I apologize...
Eric Chadwick
06-20-2008, 02:21 PM
too many woots by four.
Mark Dygert
06-20-2008, 02:25 PM
punishment for being dense...
Murdoc
06-20-2008, 02:31 PM
Yeah that wasn't working for me vig, but thanks for laying it out because it is what I am trying to do; it's just not working on this.
Anyway, I'm a little snappy today so I'll head off the boards and do a reinstall because other oddities have been occuring(corrupting the scene every time I save)
Thanks for letting me know how it was supposed to be working
Mark Dygert
06-25-2008, 09:28 AM
MatKill v1
A little script I wrote to control materials and wire colors. I got the idea after reading one of Ricks posts (can't find it now).
I'm sure I'm not the first jr script writer to think of this...
http://www.vigville.com/forum_images/MatKillv1.jpg
Here’s a break down of each button.
Reset Editor: Resets the material editor slots (does not remove materials from your scene)
Reset Scene: Removes all materials from the objects in the scene. (All objects will be the wire color. It’s as if you never applied materials)
Wire Color: Sets the wire of all objects in the scene to the custom color
Color Swatch: Launches the color picker, all custom wire colors come from this picker (defaults to black).
Mat1 + Wire Color: Applies the material in slot 1 and the custom wire color.
Random Wire Color: Left click applies random wire colors to all objects. Right click applies random wire colors to only selected objects.
To install:
Main Toolbar > MAXScript > Open Script… > High light all the text and drag it into the toolbar to make a button
<<NEWER VERSION HERE (http://boards.polycount.net/showpost.php?p=851477&postcount=205)>>
Eric Chadwick
06-25-2008, 09:36 AM
That's cool Vig! Thanks for sharing. You should submit it to Scriptspot too.
Hey guys, I was wondering if there is a plugin or a hidden setting to display grid spacing along the major lines on the grid itself? Here is an example of what I want:
http://img169.imageshack.us/img169/3695/gridjt7.jpg
If anyone can help me out, I'd greatly appreciate it!
I don't know where I got this from but it was just sitting in a misc script of mine. Should get you in the right direction.
unregisterRedrawViewsCallback DisplayData
fn DisplayData =
(
gw.setTransform(matrix3 1)
for i = -50 to 50 by 10 do
(
gw.text [i,0,0] (units.formatValue i) color:red
gw.text [0,i,0] (units.formatValue i) color:green
gw.text [0,0,i] (units.formatValue i) color:blue
)
gw.enlargeUpdateRect #whole
gw.updateScreen()
)
registerRedrawViewsCallback DisplayData
LEViATHAN
07-08-2008, 03:06 AM
http://www.luxinia.de/index.php/ArtTools/3dsmax
LCSM Unwrapper
/e Just noticed this is by CrazyButcher. ;[
/e2 Does anyone know a way to change the UVW modifier in Max 8+ back to Max 7's?
Actually, I'm looking for a script that someone posted a while ago, can't remember who though. It allowed you to select multiple objects, then pick another object to be instanced from. This is partiularly handy when placing stinkin' glow objs. Anyone seen this around ?
I have one that was originally done by swami back on the old max forums.. i dont have the original link though..
make instance script (http://www.buchhofer.com/upload/files/MakeInstance.ms)
and HI :)
Joshua Stubbles
07-31-2008, 09:56 PM
wow that was a quote from 2005... lol! :)
I'll check out that script though, thanks!
Lol oops. Was just flipping through a few of the stickies :)
Mark Dygert
08-13-2008, 10:33 AM
This lil script sets the pivot to the lowest center point on the mesh, then moves the object to the world zero point. Thanks to Prof getting things started =)
macroScript ToWorldZero
category:"VigTools"
toolTip:"To World Zero"
buttonText:"Zero"
--Sets the pivot to the lowest point in a mesh, then center the object to world zero
(
if $ != undefined then
(
ResetPivot $
CenterPivot $
for i in selection do
(
i.pivot = [i.pivot.x, i.pivot.y, i.min.z]
)
$.pos = [0,0,0]
)
else
(
messageBox "Select an object then run this script again." title:"Selection Error" beep:true
)
)
If you want to use the script as a button, save this script and run it once from the
MaxScript Main Menu, it can now be found in:
Customize > Customize User Interface > Toolbar Tab > Category > VigTools
Click New
Give it a name
Dock the new toolbar some place
Drag "To World Zero" to an empty spot on any toolbar.
oXYnary
08-23-2008, 10:51 AM
Hey all, went through the list. Im sure I missed it with all the followups since this thread has started.
(Max 9)
A: Looking for a UVW layout previewer that would work with non-square layouts. 2x4 dimensions. I know I can guesstimate 2 squares, and squish the final layout, but getting to work with this realtime would so help. I work with the built in shaders (like the checkerboard which I love to uv testing), and I have a tendency to make further revisions after thinking I am done which means I would have to restretch the layout as well. Not to mention exporting the layout normally is 2X2, which means I have to stretch it in photoshop, so finding the edge of these streched pixels isnt fun.
B: I had it before, and been through so many system reinstalls. It was a tool that allowed.
-Selecting a edge or polygon and having those vertices being selected in vertice mode.
-Allowed choosing a polygon or poly loop and automatically splitting the polygon in the middle.
-Could take a edge loop and copy it along the surface formation between it and the next edge (NOT chamfer).
I don't think it was the orion one, I tried that last night, and though its similar, this one was more direct versus a separate interface.
Edit: Actually now that I think of it, I was working with patches versus polygons. So ok, a tool that would give some of the patch tools above to the polygon tool.
Thanks! :)
Oxynary: For point A, Max already has this capability (and has for years) - just go into the options in the Unwrap UVW window and change the "render width" and "render height" to a non-square value (say 512 x 256), and the UV window will become non-square, and all your UVs will be compressed appropriately. No excessive manual scaling, or external plugins needed.
Eric Chadwick
08-23-2008, 02:06 PM
Yeah, and about the poly stuff...
- select an edge then Ctrl-click the vertex button.
- Select two or more adjacent edges and hit Connect.
- To slide that new edge, use the Connect dialog instead of just the button, and use the Slide spinner. Or, use the Constraints, set to Edge.
PolyHertz
08-23-2008, 07:18 PM
Just thought I'd post this here for those that like to render their work in max.
Render Region Tool:
http://forums.cgsociety.org/showthread.php?f=6&t=480393
oXYnary
08-23-2008, 07:26 PM
Yeah, and about the poly stuff...
- select an edge then Ctrl-click the vertex button.
- Select two or more adjacent edges and hit Connect.
- To slide that new edge, use the Connect dialog instead of just the button, and use the Slide spinner. Or, use the Constraints, set to Edge.
Oxynary: For point A, Max already has this capability (and has for years) - just go into the options in the Unwrap UVW window and change the "render width" and "render height" to a non-square value (say 512 x 256), and the UV window will become non-square, and all your UVs will be compressed appropriately. No excessive manual scaling, or external plugins needed.
Hi! My name is Mud!
*goes and hides in corner
In all seriousness though thanks. :)
ive seen a script a while ago which only shows the wireframe on the selected object instead of the whole scene, cant find it anymore - so any of you guys heard about it?
hope this will speed up my scene a little, as drawing wireframes reaaaally kills the performance.
Tumerboy
08-26-2008, 07:26 AM
no script. goto viewport properties, "wireframe selected" or something similar.
yeah thankies.
-> "display selected with edged faces"
Tumerboy
08-26-2008, 08:17 AM
I used to have that on all the time, as I like to be able to see the verts & edges and such. But I ended up turning it off, and just using F4 to toggle wireframe all when I wanted.
PolyHertz
08-26-2008, 08:32 AM
Well F4 isn't always the best option (too much geo in scene), and if you want to switch it an and off alot can always set it to a hotkey.
almighty_gir
08-26-2008, 05:54 PM
anyone know where i can get a plugin for the realtime shaders in max?
i've been asked to do some mod work for Unreal Tournament 3, and it would make my life a lot easier if i could see in max, how it will look in-game, without having to export/import/wait a year for any textures over 1024* to get into UnrealEd....
so yeah... anyone?
arrangemonk
08-26-2008, 07:45 PM
try "display material as dx shader"
almighty_gir
08-27-2008, 03:08 AM
lol, that doesn't display textures anywhere near the same way as unrealed does.
first you have to do a shader clone for 3dsmax (if its just a normalmap shader then no problem, there are quite a few out there which are quite similar to the ut stuff) - you can change the material to a dx material, which will be run by the fx shader.
problem is there is no way to get a fx file out of UT - at least thats what i heard.. even if its possible, it probably wont run in 3dsmax without modification of some variables. easiest way to solve this problem is to redo the whole shader in shaderFx which is very much the same as the unreal ed material editor, just guessing that you dont have a shader coder nearby...
almighty_gir
08-27-2008, 03:21 AM
well i'm sure i can learn to write a shader, i just dunno where to start.
i had heard that some Dev studios already do this though, so i was hoping someone would have the tools ready.
oh well, back to google >_>
Eric Chadwick
08-27-2008, 06:10 AM
Shader FX (http://www.lumonix.net/shaderfx.html) isn't free but it's very nicely done.
mental mill (http://www.mentalimages.com/products/mental-mill.html) is free but not as well integrated, and still a bit buggy.
RenderMonkey (http://developer.amd.com/gpu/rendermonkey/Pages/default.aspx) and FX Composer (http://developer.nvidia.com/object/fx_composer_home.html) are both free, but they're not easy for most artists to use.
BradMyers82
09-04-2008, 07:49 PM
Yeah, I second that on shader fx. Not free but worth it really. The interface is easy to use, and like ut3 material editor. I wanted a real time glow, and they have a really great solution for it. by the way, if I could learn it, anyone can.
almighty_gir
09-04-2008, 11:30 PM
got it yesterday, love it.
with mouth...
BradMyers82
09-12-2008, 05:25 PM
Hey guys, I was watching the Ian Joyner Gnomon DVD today and I saw him using a plugin called QuickDirt.
I have seen this before on the web, but never actually in use.
It looks really cool, because its kind of like an AO but you add it as a modifier and can see it real time and change its values to your liking. When your happy with the results you can export it into a texture map.
I know how to create AO with several different programs including Max.
So, I got a hold of the latest version of quickdirt, but its really outdated now, only for max 6.
It won't run on my version of max (max2009) and I can't even run max 6 on my vista 64 bit machine.
Anyone know of a similar application out there???
Eric Chadwick
09-12-2008, 05:34 PM
IIRC QuickDirt was vertex-based, but I might be wrong. You could simply render AO into the vertex colors using the Vertex Paint modifier, then use the contrast adjustments in the same modifier. Should get you what you want.
BradMyers82
09-12-2008, 06:39 PM
Eric: I am always impressed by how quickly you answer on these questions. Thanks a lot man! Anyways, I think I got the results you were talking about, and its pretty sweet really. I think its the solution I was looking for.
After some playing around (I have never used vertex colors modifier in max) I found that I can go to utilities and "assign vertex colors" if i click the more button. This automatically gets my mesh reacting with the light based on its vertices.
This automatically adds a "Vertex Paint" modifier on the stack, and I can simply adjust the contrast and amout of darkness lightness in the rollout that pops up.
Then to output this in the form of a texture map, I open the render to texture dialgue, and bake a complete map with the specs I need.
[Edit]
Actually I was wrong. It didn't save out the changes I made with vertex shading, it simply did the normal output a complete map would. Rendering to texture doesn't seem to have any effect with this vertexPaint modifier on the stack, when it comes to attempting to save the effects. So I think in the viewport it shows the same kind of results QuickDirt would, only problem now is that I don't know how to export it into a map.
Is this what you meant?
Eric Chadwick
09-13-2008, 04:12 AM
Sounds right, I haven't used vertex color much, the engine where I worked last didn't export it at all. Bobo has a tut on his site (http://www.bobotheseal.com/extras.htm) about baking vertex color as a base for painting the diffuse.
Edit... actually, there are more light-baking options within the Vertex Paint modifier itself, that utility is older and has less controls. Still might be fine though.
BradMyers82
09-13-2008, 11:26 AM
Awsome Eric, Thanks.
That tutorial on Bobo's site is great, much better than any the crap you get by typing in vertex paint in the 3ds max help file.
I did get a chance to install quickdirt on my old XP OS today, with 3ds max 6, however; 3ds max 6 is so unstable its practically usless.
So I tried to save a lot and the freaking thing does has this bug where as soon as I save it crashes and the files it saves is corrupt!
So quick dirt is nice, but when I can't even import my high res meshes it defeats the purpose.
I think I will be able to get by with bobo's trick though, thanks again.
PolyHertz
09-13-2008, 11:33 PM
I used to use quickdirt alot in max8 actually. pitsnpeaks is a decent alternative for later versions of max (at least it works in max 9, havn't tried in 2008 or 2009).
BradMyers82
09-14-2008, 09:06 PM
PolyHertz: Not bad, thanks for pointing me to that plugin. Nice little free app. and it does work in max 2009, well kinda. If you mesh is really simple it will work, but high poly imports, forget about it.
[Edit] oh yeah, just in case anyone wants to do a standard AO bake; I highly recommend Topguns AO solution. Best results I have seen in my opinion (better than max, maya, xnormal at least).
Mark Dygert
09-26-2008, 09:11 AM
MatKill is now MatClean v1.1 (http://www.vigville.com/forum_images/3dsmax/Scripts/MatClean.ms)
http://www.vigville.com/forum_images/MatCleaner.jpg
I recently updated (and removed from my site) the material killer script. It is now selection sensitive and some of the button names have been changed and reordered along with some of the tool tips. If you've been using this script you should update =)
Eric Chadwick
09-26-2008, 05:29 PM
Nice one Vig.
Saw this one today, SlideKnit (http://slidelondon.com/iv).
Basically, it takes a UV mapped mesh as input and creates a new object in the shape of these UVs - with a morph modifier to bring the verts back to their correct world positions.
It's great for laying out stuff along complex surfaces (straps and stuff to character torsos, for example). You can easily lay your stuff out on top of the (planar) flattened mesh, skin wrap it all to this and then when you morph the flattened mesh back into place all your stuff will come with it. Some examples of what it can do...
http://forums.cgsociety.org/showpost.php?p=5395022&postcount=56
http://forums.cgsociety.org/showpost.php?p=5103103&postcount=89
These were done using earlier plugins, SlideKnit is by a different author.
OK, that is pretty damn awesome. Thanks Eric!
PolyHertz
10-02-2008, 10:31 PM
I had just reinstalled max8 about 2 weeks ago specifically to use the decorate plugin. now I wont need to use that anymore, thanks for the great find :)
fritz
11-10-2008, 01:19 PM
man....this sounds awesome. i can get the morpher to work w/the flat mesh. however, i've never used skinwrap...tryin....can't get it to work.
nevermind.....SUCCESS!!! thanks eric...that's rad!!!
Eric Chadwick
11-14-2008, 04:16 PM
Not sure if this was mentioned already, but IllusionCatalyst (http://www.illusioncatalyst.com/) has a slick set of modeling and rigging tools.
oXYnary
11-24-2008, 03:56 AM
You know I searched through the thread twice... Darn if I can find it. It was a script that from what I understood from what was written would throw on small planes/plates on a objects surface to alah mimick Star Wars ship type detail. Any one know what Im referring to?
You know I searched through the thread twice... Darn if I can find it. It was a script that from what I understood from what was written would throw on small planes/plates on a objects surface to alah mimick Star Wars ship type detail. Any one know what Im referring to?
I would imagine the plugin you are referring to is called Greeble, check it out,
http://max.klanky.com/index.htm
"A fun modifier plug-in useful for generating random detail for spaceship models, cityscapes, Death Stars..."
oXYnary
11-24-2008, 06:32 AM
exactomondo. Thanks.
Junkie_XL
12-05-2008, 12:41 PM
Nice one Vig.
Saw this one today, SlideKnit (http://slidelondon.com/iv).
Some examples of what it can do...
http://forums.cgsociety.org/showpost.php?p=5395022&postcount=56
http://forums.cgsociety.org/showpost.php?p=5103103&postcount=89
These were done using earlier plugins, SlideKnit is by a different author.
I'd like to give this Decorate a try but I don't know how to set it up. I don't understand how they got to the point that they did in the example max files you can download.
The SlideKnit method seems messy...I got it working, but the real-time interaction doesn't seem as smooth as the "Decorate" examples.
EDIT: nvm, I wasn't looking under the create option, only in the modify section. Pretty nifty but very poor viewport interaction when trying to move over the surface.
Mark Dygert
12-21-2008, 11:26 AM
I'm sure I'm not the first guy to do something like this... Since the mirror tool likes to flip faces when it mirrors, and that is hidden (if backface culling is turned off) until you reset xform, export, or render and by then its too late... I wrote this to flip the faces when you mirror. Nothing worse then thinking your done and finding out your in flip a bunch of faces.
Macroscript VigMirror
Category:"VigTools"
toolTip:"VigMirror"
buttontext:"VigMirror"
(
if querybox "Do you want to correct the normals?" beep:true then
(
max modify mode
modPanel.addModToSelection (Normalmodifier ()) ui:on
modPanel.addModToSelection (Edit_Poly ()) ui:on
maxOps.CollapseNode $ off
(
max mirror
)
)
else
(
max mirror
)
)To install, run the script once, then go Customize > Customize UI > Category VigTools > VigMirror. Assign it to whatever you wish, keyboard, toolbar, main menu or quad menu.
I'll probably create a new toolbar icon for it, but for now its called VigMirror.
any chance of someone creating a parametric christmas pudding maker:)
it might have holly variations, pudding girth, steaminess etc
oXYnary
01-13-2009, 11:16 AM
I need to bring up a request I asked for a bit back. I didn't state what I was after correctly enough.
Ok what I'm seeking is a plugin that allows for non 1:1 in uv . I can set the tiles to pixel dimensions all I want. So I can have a nice rectangular layout, but requires hand manipulation. The image will not relax to anything but a 1:1 layout. So a plugin that will allow a relax tool to take into account what the material dimensions really are versus just squishing or stretching the uv layout on the screen.
zOffTy
01-26-2009, 06:11 AM
Do you know if there is a version for Photoshop CS4 ?
Vtools:
http://home.insightbb.com/~jamestaylor/index.htm
on my cs4, vQuickPSDTGA generate me a ".tga" and not a "psdfilename.tga" while that working well on my cs2..?!
is there a way to bugfix this great tool?
:)
PolyHertz
01-30-2009, 02:45 PM
Thought I'd post two script I've been using a lot lately:
IC.PolySplitRing (http://illusioncatalyst.com/mxs.php) - Created by the same guy who makes the Illusion Catalyst plugin, essentialy a recreation of the Maya tool by the same name.
Polymagus Action Items (http://www.scriptspot.com/3ds-max/polymagus-action-items) - This one is actually quite old but I only recently found it. I'm liking the enhanced bridge command the most, but it has several other useful features too.
Yozora
01-30-2009, 03:12 PM
thanks polyhertz! IC polysplitring = win
PolyHertz
02-11-2009, 03:47 AM
Anyone know of a plugin that'll allow for the gizmo to temporarily be moved while selecting sub-objects, so that you could for example select an arms verts and then rotate them from the soulder?
mhh actually you dont need a plugin for this - just use the working pivot (2008 and up?), or, might be a bit more tricky, switch to "Use Transform Coordinate Center" now you have some sort of variable pivot in the ortho views. To stick with your example, in frontview - center view on shoulder area (yes screenspace center of the viewport is now the pivot ...) and rotate from there.
PolyHertz
02-11-2009, 04:58 AM
Well I use max9, so no working pivot mode. But the other method should work fine. thanks :)
SyncViewS
02-13-2009, 02:50 PM
Hey PolyHertz, don't know if you're already aware of this semi-hack: you can transform a sub-object selection by a temporary point by activating snaps and locking the current selection to transform.
From 3ds Max Reference, topic: "Choosing a Transform Center"
Transforming About Snapped Points
While the transform center choices are often useful at the object level, they are not usually convenient when transforming sub-object selections. You can override the active transform center and perform the current transform about a temporary point by using snaps. When Snaps is active, and your selection is locked, the point you snap to will set the point about which the transform is performed. Using this technique, you can:
Move relative to two snap points.
Rotate about a snapped point.
Scale about a snapped point.
idtdi
02-25-2009, 10:30 PM
thx~
oXYnary
03-03-2009, 04:20 AM
Is there a plugin or tool I'm unaware of that will display how many pixels x and y (2d) a currently selected object is on the screen? I'm working on some manual LOD's and the engine works on the pixels shown to switch to each detail level.
SyncViewS
03-03-2009, 06:51 AM
Hi oXYnary,
I made the script you requested. I hope it does what you're looking for. Get it from the IllusionCatalyst (http://www.illusioncatalyst.com) website, page MaxScript, section Scripts. Let me know if you need something else.
PolyHertz
03-03-2009, 07:26 AM
Hey SyncViewS, your taking requests now? 0_0
Theirs one thing in max I've been wanting for a while now: Smart loops. By that I mean, loops that take into account the unselected space between the sub-object selection. For example:
http://i216.photobucket.com/albums/cc244/PolyHertz/sl01.jpg
http://i216.photobucket.com/albums/cc244/PolyHertz/sl02.jpg
polyboost (and hence max2010) have something similar with dotloop, but it only allows you to specify the spacing of a single selection, so the above would be impossible with it.
oXYnary
03-03-2009, 07:49 AM
Hi oXYnary,
I made the script you requested. I hope it does what you're looking for. Get it from the IllusionCatalyst (http://www.illusioncatalyst.com) website, page MaxScript, section Scripts. Let me know if you need something else.
Wow. Thanks man. Helps tremendously! Kudos.
If you ever want to take it further, I would say if it could be integrated into statistics or a realtime popup window that updates automatically as you move the object around the screen. Maybe even a type box inside it that zooms the current viewport in/out to match whatever you have typed in either x or y. Possibly with a few defaults you can create to click into a particular preset size.
I'm not sure how many others it would help, but at least for people using the TGEA engine, you would have a fan club. :)
Again, what you did already is great, and appreciated. :)
SyncViewS
03-03-2009, 08:20 AM
@ PolyHertz: Is that a XSI feature, or am I completely wrong? Anyway, it seems to be quite interesting, and I got it in my mind for some time, trying to find an algorithm as smart as the loop to do the job. There are some open issues about it I haven't figured out yet, like how to deal with a closed loop. In particular, should the pattern be repeated starting from right, left, or else? Maybe an options panel would be required. It should be limited to a single row made along an edge ring selection, or would it be possible to do something smarter? Would it work with quads only or vertices and edges too? I still have no clue, but sooner or later will give it a try. About IC.SizeInScreen, I got some time and it was quite interesting, it's only a bunch of code lines :)
p.s. I read again my last reply to you in this thread and sounded like an idiot. I'm sorry, I never meant to.
@oXYnary: Thank you, I'm glad you like it. I know, the Message Box is quite uncool, but it is just a fast patch to get the job done. You suggested many interesting fetures, and at a first look they should be all feasible. My only concern is about the realtime statistics. To get the result the script loops through all vertices of all selected objects, taking their position in 3D, and converting it in 2D, which is quite intensive for MaxScript, but for mid-low poly models, like those for games, it should work, maybe using an on/off trigger to get feedback only when needed. Cannot make any promise, but I'll try to make it a bit better.
not sure if there has been something similar posted yet, but i found the Unwrella2Helper (http://www.3d-plugin.com/maxscripts/´) to be quite nifty - even without actually using unwrella :D
walthergropius
04-02-2009, 02:46 AM
Hey all
Lots of great stuff on this thread - and I'm glad some people found SlideKnit helpful!
We've just released another tool, this one is for rendering/comping rather than modelling, so possibly of interest to a slightly different group. It lets you save multiple 3dsmax render elements to a single .exr which is pretty useful when it comes to compositing in apps like Nuke, Fusion & AfterEffects. There's full source and VS2008 project there too if you want to tweak and rebuild.
Download from the same place as before - http://slidelondon.com/iv - and there's a discussion/help thread over here on CGTalk :
http://forums.cgsociety.org/showthread.php?f=6&t=745452
Cheers from London!
Rob
SlappyBag
04-19-2009, 03:39 PM
Are their any plugins that let you paint-select - al la Modo?
PolyHertz
04-19-2009, 08:32 PM
max2008 and newer have that built in. for max9 and lower you can use polymagus which I linked to on the previous page.
oXYnary
04-24-2009, 07:28 PM
Ok I have been tasked with taking some higher rez models (about 10000 tris) that have been triangulated. They were originally created with nurbs. I asked for those files instead so I could instead convert into polygons. That data is gone.
Now before saying I can use a standard triangulation to poly tool. I attempted this and at least the ones I attempted base on the length of the edge to figure out whats what. (forgot which one I attempted though - know of a better one specific to this task please link). Unfortunately, it had the tendency to choose the wrong edge in some spots with how the nurbs triangulated the mesh.
Is there any other options or plugins I can use to attempt to get some type of polygon item out of these? It would make my job so much easier to optimize via edge loops and such versus trying to work with this nightmare of edges.
Or maybe a quick lowdown of a process using one of these triangulation tools with a combo of another max modifier that will take the hidden edges after the plugin finishes and attempt to create a polygon model with consistent edge loops.
Ghostscape
04-25-2009, 02:15 PM
I think I asked this in another thread -
Is there a MaxScript that will automatically make each UV island a unique smoothing group?
Or, alternatively, is there a plug-in/script that will let me render a UV template that has each smoothing group colored uniquely so I can find smoothing group breaks inside my UV islands?
Mark Dygert
04-25-2009, 02:36 PM
err Never mind...
oXYnary
04-26-2009, 05:42 PM
Might need to ask that other question to the general audience. Have a new one. Max refuses sometimes to update my textures in the viewport, especially when Im am looking at them in DX mode. Even if I go and manually reset/reload and re-choose the texture.
Is there some plugin I can get that will force max to empty its texture cache and reload in dx display mode?
renderhjs
04-26-2009, 06:55 PM
perhaps
http://www.scriptspot.com/3ds-max/reloadallbitmaps
http://www.scriptspot.com/3ds-max/reloadbitmaps
I had the same issues yesterday with max2010 and 4k PSD textures as it would simply not update the textures. As soon as I tried to manually reassign the URL's of the textures it displayed an error of something like this:
" I/O error, can allocate enough memory..." which is propably triggered by not having enough ram (2048 in my case). So sometimes max can't reload stuff because of that.
BradMyers82
05-01-2009, 01:07 PM
When I'm working I often I these "what if I could do this" moments.
I'm not sure if this has been mentioned or done with the new graphire tools; but it would be cool if you could select edges like you do when making seams for pelt mapping. Like if you don't want to select a whole loop and you can just click on the first edge and last edge to make a selection in-between. If anyone has a solution I would greatly appreciate it.
[Edit]
Opps, this may have been exactly what Polyhertz was asking about
renderhjs
05-01-2009, 01:10 PM
step loop? - available in polyboost or max2010
BradMyers82
05-01-2009, 01:22 PM
Thanks Renderhjs. I found step loop in max 2010 and it kind of does what I want but only for one selection. Then I noticed right underneath it is "Step Mode" which pretty much does what I want. The hitch is that it doesn't seek a path unless it is part of a loop (like crossing over one loop ring to the next or something it won't do.)
Anyways, this discovery will certainly speed things up a bit when I have to do a bunch of chamfers on a high poly or the like. Thanks again.
PolyHertz
05-16-2009, 10:48 AM
Does anyone know of a script to deselect loops/rings? Modo has this functionality, and I'd like to have it in max too if possible.
Eric Chadwick
05-16-2009, 11:09 AM
Check out LSD (Loop Select/Deselect).
http://www.scriptspot.com/3ds-max/lsd
PolyHertz
05-16-2009, 11:15 AM
Thanks Eric :)
ImSlightlyBored
05-19-2009, 01:36 AM
just wondering
anyone got a plugin/tool to lerp between lofted shapes? Say I start the spline with Lofted shape A then lerp in to Lofted shape B.
I reckon you'd probably have to lerp between shapes with the same amount of control verts but that wouldn't be an issue. I just would rather it do that - and have the control of loft variables - than reshape the tool by hand afterwards. I find it's awkward, for HP modelling.
Eric Chadwick
05-19-2009, 01:53 PM
Already in Max, if I understand you correctly.
Create a circle, a star, and a line. With the line selected, go to Create > Compound Objects > Loft. Activate Get Shape and choose the circle. Increase the Path spinner some (watch the yellow x move down the path), activate Get Shape, and choose the Star.
ImSlightlyBored
05-19-2009, 02:10 PM
facepalm!
cheers
BradMyers82
06-24-2009, 09:17 PM
Hey guys, I'm looking for a script or possible solution to a really tedious issue I am having. I'm making some basic tree's using "tree maker" and following this tutorial: http://www.andyzibits.com/tut_particle_tree_generation.html
Tree maker basically makes the particle generation (for the leaves) and making the tree's branches really easy. The problem I am having is that the leaves are not generating uv's on there own. When doing the uv's I need to have the leaves (just squares on the uv sheet) to overlap. So I run a "Flatten Mapping" to quickly get them all flat, but then all the squares are laid out as if I want unique space for each one. :(
So I have to grab each individual square and move it to the next and so on until I get the verts all close enough so that I can weld the correct verts to make a single uv box. As you can imagine, doing this for a thousand leaves is really annoying.
Is there some way to automate this? Like overlay similar uv islands or something? Or is there simply a way to flatten the leaf squares so they are all the same size in the first place and not spaced using unique uv space.
I'm using 3ds max 2010 by the way.
If anyone has a solution for me please let me know, I would Greatly appreciate it.
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