Randomize Elements
Randomize elements the easy way. Slow as hell with complex models (500k poly and more).
Installation: Copy the .ms file to your scripts\startup folder or run as a script if you only want to try it out. The modifier will be available in the Modifier List.
Notes: If you want to exit the Generate loop, hold the Esc key. When using Show Once update option and switching to baseobject/different modifier in stack and back, you have to click the Update button once again to show the randomization. Exercise caution when using this for complex meshes.
Credits: The original getMeshElements function comes from Jorge Rodríguez (aka PolyTools3D).
Attachment | Size |
---|---|
randomizeElements.ms | 8.67 KB |
Comments
THANK YOU!
Yes you were right.
I've deleted the mcg randomize elements, it works great.
Thank you so much.
.
That means you already have some other plugin called RandomizeElements present (might be MCG). You can edit the very first line of this one to use a different class identifier.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
This isn't working and showing and Runtime error.
This isn't working and showing an error.
--Runtime error: Plugin redefinition: cannot change class ID. RandomizeElements.
this is the message.
Is there any way we can fix this?
Thanks for sharing
Thanks for sharing +1 great tool
Thank you very mush~
Great help to me :)
If you can make function like this script, That's perfect!
http://www.scriptspot.com/3ds-max/scripts/super-detach script
Thanks again!
Thanks for the stack trace
Bummer, I've used a non-standard +- character there and it gets merged with the closing " character :/ Re-upped the file saved in UTF-8, not sure if that can help. If not, open the file in script editor, notepad or other text editor and delete all the "±" (or use the attached randomizeElements_replaced.ms file where I've already done it).
Thanks for patience and hope you will find the modifier useful.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
Thanks you for help~
Not old, 3dsmax2016 ext1 sp2
-- Error occurred during fileIn in "C:\Program Files\Autodesk\3ds Max 2016\scripts\startup\randomize_elements.ms"; line number: 144
>> MAXScript Auto-load Script Error - C:\Program Files\Autodesk\3ds Max 2016\scripts\startup\randomize_elements.ms Exception:
-- Syntax error: at ?, expected
-- In line: spinner spnPosY "? p <<
-- Error occurred during fileIn in "C:\Program Files\Autodesk\3ds Max 2016\scripts\Startup\randomize_elements.ms"; line number: 144
-- Error occurred in anonymous codeblock; filename: C:\Program Files\Autodesk\3ds Max 2016\scripts\Startup\randomize_elements.ms; position: 4744; line: 144
>> MAXScript FileIn Exception:
-- Syntax error: at ?, expected
-- In line: spinner spnPosY "? p <<
Old max version, maybe?
Check the requirements, it only works with max 2016 and higher. The .mse is just an encrypted version of plaint-text .ms, that won't help you.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
Thanks for sharing but can't work
can't work idont know why
please up .mse thank U
I'll share it with you
I'll share it with you tomorrow. I had some hacky caching to get it to work, yes :) But it was mostly OK except rotations odd in some occasions.
_______________________
Shawn Olson
Developer of Wall Worm