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created Re: All those cool max plug ins we lost....
on 06-06-2005 05:10 AM
Spur of the moment thing - I'll have to try it myself next time I rig something, sounds like a sensible method [img]/images/graemlins/smile.gif[/img]
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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 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...nOrDie2.03.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...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. [img]/images/graemlins/smile.gif[/img]
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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 [img]/images/graemlins/frown.gif[/img] Also I can't have the final mesh state set as editable poly but hopefully this plugin will become more useful in the future [img]/images/graemlins/smile.gif[/img]
Thanks for the help anyways [img]/images/graemlins/smile.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 06-09-2005 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...
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 06-11-2005 10:57 AM
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
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ross "PaK-RaT" Patel
Airtight Games :: Sr. Technical Artist
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created Re: All those cool max plug ins we lost....
on 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.
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
My apps: Dadako
UX / UI Designer - and yes my name is Hawken
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, insane polycounter,
5,069 Posts,
Join Date Jan 2005,
Location .jp
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created Re: All those cool max plug ins we lost....
on 07-19-2005 06:17 PM
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...
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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 10-11-2005 11:28 AM
any tuts online for using skin or die? I hear good things but the interface is pretty intimidating!
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, card carrying polycounter,
2,179 Posts,
Join Date Oct 2004,
Location Irvine Ca
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created Re: All those cool max plug ins we lost....
on 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\.
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
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, line,
77 Posts,
Join Date Oct 2005,
Location Maryland, USA
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created Update on Skin Or Die
on 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/
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Conform_Wrap.ms 2
on 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 [img]/images/graemlins/smile.gif[/img]
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
Burn now
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, spline,
129 Posts,
Join Date Aug 2005,
Location Spain - Madrid
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created Re: Conform_Wrap.ms 2
on 11-04-2005 09:53 AM
Yeah, Paul makes some great tools. He's really helpful too. Drop by his forum sometime.
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: Conform_Wrap.ms 2
on 11-05-2005 10:06 AM
head generator for max. was I dreaming?
My apps: Dadako
UX / UI Designer - and yes my name is Hawken
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, insane polycounter,
5,069 Posts,
Join Date Jan 2005,
Location .jp
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created Re: Conform_Wrap.ms 2
on 11-05-2005 10:08 AM
Hawken, if you have $500 lying around... go and buy this.
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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created Re: Conform_Wrap.ms 2
on 11-22-2005 06:58 AM
Hush MoP, that's our secret :P
We've actually licensed that app for our next game.
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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 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?
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, null,
2 Posts,
Join Date Mar 2006,
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created Re: All those cool max plug ins we lost....
on 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?
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, null,
2 Posts,
Join Date Mar 2006,
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created Re: All those cool max plug ins we lost....
on 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.
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 05-02-2006 10:09 AM
alignobject2face
nice to place "details" on your highpoly model for normalmap baking
works even in max7 [img]/images/graemlins/smile.gif[/img]
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, card carrying polycounter,
2,120 Posts,
Join Date Oct 2004,
Location munich, germany
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created Re: All those cool max plug ins we lost....
on 06-01-2006 11:49 AM
CoolPicker is a nice replacement for the standard color picker in Max. Some interface pics here.
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.
Last edited by Eric Chadwick; 04-21-2008 at 06:32 AM..
Reason: broken links
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, Polycount.com Editor,
6,665 Posts,
Join Date Oct 2004,
Location Boston USA
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created Re: All those cool max plug ins we lost....
on 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.
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, dedicated polycounter,
1,751 Posts,
Join Date Nov 2004,
Location Norway
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created Re: All those cool max plug ins we lost....
on 07-02-2006 12:19 PM
does anyone know if there is a 3Dmax plugin similar to the "make live" mode in maya
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, triangle,
295 Posts,
Join Date Jun 2006,
Location Coral Springs, FL
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created Re: All those cool max plug ins we lost....
on 07-04-2006 11:12 AM
looking for EdgeChex plugin, read in a few cg posts but link is broken, unknown russian developer, thanks
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, null,
12 Posts,
Join Date Jun 2006,
Location westchester, CA
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