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Comments
[3.1.5] – 2020.03
New. 3ds Max 2021 support.
[3.1.4] – 2020.03
Improved. Transfer edges progressbar.
Improved. Added “growselection” argument in Randomize Macros.
Fix. Rare EditPoly errors.
Fix. Transfer edges bug.
[3.1.3] – 2020.03
Improved. Stack similar to first selected element.
[3.1.2] – 2020.03
New. Select similar uv elements based on topology.
New. Stack and Group similar uv elements.
New. Easy transfer subselection.
New. Random select uv elements.
New. Unwrap Pro plugin support.
New. Dialog auto height option.
Improved. Bitmap show/hide separate macroses.
Improved. Speed increased in cases with huge elements count.
Improved. Pack if selection is empty.
Improved. Morpher faster repack.
Fix. Editable Patch errors. Still not supported.
Fix. Checker on spline subselection error.
Fix. Rotate by edge. Incorrect angle in some cases.
thanks
Thanks Nik... didn't know your email! :)
Tweak scale
I tried, and prototypes showed me that scaling in viewport is bad idea.
1) Tweak tool based on 1 cluster selection, which is not good for scaling.
2) There are no free modifier buttons (alt ctrl shift are already used in Tweak).
3) Scaling in viewport needs very precise mouse movements.
4) Tweak tool won't let you select 2 points and scale by them. It's just not designed for such cases.
UV Tools already has interactive transform spinners for free scaling and resize in system units. Scaling in viewport is pretty inaccurate way of doing that.
So for now the answer is no.
Tweak tool
Hey ! Just bought your script, lovely! thanks for making it :)
Do you plan to add an uniform scale feature to the "tweak" tool ? Love the workflow of moving and rotating uvs in the viewport, but that's the one thing missing.
[3.1.1] – 2020.02
New. QuickPeel button.
Improved. Morpher Cut boolean errors handling.
Improved. Morpher Cut and Skin Wrap better distance calculation.
Improved. Planar mapping from bitmap moved to Ctrl+Click Planar bitmap.
Fix. Morpher Cut. Morpher value 100 removed.
Fix. Flatten and Normal mapping size in Macroses.
Send me email
This is not a good place for such discussions. Send me email and I will answer you. [email protected]
I already checked your scene. You don't have edges between vertical and horizontal elements, so you need to connect them in Editable Poly and then unwrap. After connecting you could use Flatten or Box mapping and then Orient elements by length.
How to select horizontal and vertical faces
Hello. I just bought your script.
If I have a flat surface like the first picture,
can you explain to me how do I select the horizontal face
(like the right picture) and then apply horizontaly my wood map and
then I select the vertical faces and apply vertically the wood map, ecc...
thx