resetState

5 votes
Version: 
1.00
Date Updated: 
03/31/2010
Author Name: 
Axadius

Here is my first script I am shareing with you. I was always wandering why max when applying lots of modifiers and collapsing them produces mesh with some various errors. Then I found out the way for fixing some of them using the simpliest method you can imagine. Just create simple box object, convert it into polygonal mesh, attach your object with errors to the box and delete the subobject representing old box. That's it. Very easy ,very handy but requires few steps what is time consuming of course. And now its a time for resetState 1.00 to do its job.

How does it work?

Here is an instruction (step by step):
1. Script creates box where the selected object's pivot point is located
2. Converts the box into polygonal mesh
3. attaches selected object to created box
4. Removes 6 polygons of the box we dont need
5. Moves the pivot point to the center of new object

How to install?

1. Copy to: max root folder/Scripts

2. Run resetState_1.0.ms or drag and drop into max viewport

3. Find it in Customize User Interface -> Toolbars -> Category(AxadiuScripts)

4. Also if needed create hotkey in Customize User Interface -> Keyboard -> Category(AxadiuScripts)

Max version required:

Tested only on 2009x64

 

Hope you'll also find it useful :)

 

Cheers

 

Arek

email: [email protected]

Version Requirement: 
2009x64
AttachmentSize
resetState_1.0.ms2.98 KB

Comments

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axadius's picture

The script seems to preserve

The script seems to preserve vertex numbers.

Arkadiusz Kościółek

axadius's picture

I am probably not very

I am probably not very experienced user of 3dsmax cause never heard of vertex IDs. If the question was about polygons IDs the answer would be: yes, faces IDs are preserved :)

Arkadiusz Kościółek

Norman3D's picture

haha nice! I made one myself

haha nice! I made one myself too! Does your script preserve vertex IDs by any chance? Cause mine doesn't :/

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