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created Re: All those cool max plug ins we lost....
on 12-25-2004 04:45 AM
You mean the mirror weights thing that is now deprecated as MAX7 has this feature built in?
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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, veteran polycounter,
4,550 Posts,
Join Date Oct 2004,
Location Peine, Niedersachsen, Germany, Europe, Sol 3, Milky Way
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created Re: All those cool max plug ins we lost....
on 12-25-2004 11:40 AM
I wish ... unless I havent looked at max good enough yet [img]/images/graemlins/wink.gif[/img]
Principal discorded
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, triangle,
465 Posts,
Join Date Dec 2004,
Location UK, Leeds
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created Re: All those cool max plug ins we lost....
on 01-06-2005 09:48 AM
Is there a max export utility to hl2? I need toi export my models.
-R
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ross "PaK-RaT" Patel
Airtight Games :: Sr. Technical Artist
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created Re: All those cool max plug ins we lost....
on 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
Take Everything From The Inside And Through It All Away Cause I swear for the last time, i wont trust myself with you.
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, null,
14 Posts,
Join Date Oct 2004,
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created Re: All those cool max plug ins we lost....
on 01-09-2005 11:41 PM
thanks everyone for such gr8 plugins i made psdpathexporter work
Take Everything From The Inside And Through It All Away Cause I swear for the last time, i wont trust myself with you.
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, null,
14 Posts,
Join Date Oct 2004,
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created Re: All those cool max plug ins we lost....
on 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 ?
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, Moderator++,
6,231 Posts,
Join Date Nov 2004,
Location Richmond, TX
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created Re: All those cool max plug ins we lost....
on 01-20-2005 12:02 PM
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, Polycount.com Editor,
6,664 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
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, Moderator++,
6,231 Posts,
Join Date Nov 2004,
Location Richmond, TX
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created Re: All those cool max plug ins we lost....
on 01-22-2005 06:39 PM
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, spline,
200 Posts,
Join Date Oct 2004,
Location Dallas, Texas
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created Re: All those cool max plug ins we lost....
on 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
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, null,
1 Posts,
Join Date Feb 2005,
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created Re: All those cool max plug ins we lost....
on 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 [img]/images/graemlins/smile.gif[/img]
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, triangle,
344 Posts,
Join Date Jan 2005,
Location Seattle, WA
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created Re: All those cool max plug ins we lost....
on 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.
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, polycounter,
813 Posts,
Join Date Oct 2004,
Location Kirkland, WA
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created Re: All those cool max plug ins we lost....
on 02-15-2005 01:01 PM
thanks FatAssasin... that button works great [img]/images/graemlins/smile.gif[/img]
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, triangle,
344 Posts,
Join Date Jan 2005,
Location Seattle, WA
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created Re: All those cool max plug ins we lost....
on 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.
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, veteran polycounter,
3,267 Posts,
Join Date Oct 2004,
Location Kirkland WA
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created Re: All those cool max plug ins we lost....
on 03-02-2005 01:58 AM
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, veteran polycounter,
3,267 Posts,
Join Date Oct 2004,
Location Kirkland WA
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created Re: All those cool max plug ins we lost....
on 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.
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, veteran polycounter,
3,267 Posts,
Join Date Oct 2004,
Location Kirkland WA
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created Re: All those cool max plug ins we lost....
on 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..._waterbump.mov
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, Polycount.com Editor,
6,664 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
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, veteran polycounter,
3,267 Posts,
Join Date Oct 2004,
Location Kirkland WA
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created Re: All those cool max plug ins we lost....
on 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...rtifiedplugins
There are other water shader/mesh solutions out there too.
http://www.maxplugins.de/comm.php?search=ocean
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, Polycount.com Editor,
6,664 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
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, veteran polycounter,
3,267 Posts,
Join Date Oct 2004,
Location Kirkland WA
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created Re: All those cool max plug ins we lost....
on 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.
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, vertex,
44 Posts,
Join Date Apr 2005,
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created Re: All those cool max plug ins we lost....
on 06-06-2005 03:25 AM
awesome thread, guys [img]/images/graemlins/laugh.gif[/img]
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? [img]/images/graemlins/wink.gif[/img]
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, polygon,
525 Posts,
Join Date Oct 2004,
Location Hampshire, UK
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created Re: All those cool max plug ins we lost....
on 06-06-2005 03:33 AM
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?
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: All those cool max plug ins we lost....
on 06-06-2005 03:59 AM
could be a goer...... I'll give that a try [img]/images/graemlins/laugh.gif[/img] *feels a bit of a spaz for not thinking of this earlier*
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, polygon,
525 Posts,
Join Date Oct 2004,
Location Hampshire, UK
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created Re: All those cool max plug ins we lost....
on 06-06-2005 04:40 AM
and indeed it does work [img]/images/graemlins/smile.gif[/img]
Ta for that MoP [img]/images/graemlins/laugh.gif[/img]
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, polygon,
525 Posts,
Join Date Oct 2004,
Location Hampshire, UK
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