Quadrify MULTIPLE objects

Hi,

I have thousands of Editable Poly objects, all in tris, and I want to make them quads. I have used the "QuadrifyAll+" script here on Scriptspot, but it only works on one object at a time. (And I can do that in Graphite tools anyway.) But that is also one at a time!

I searched for one that could process multiple objects at once, and got this: http://forums.cgsociety.org/showthread.php?t=1001629

for o in $* do (select o; PolyToolsModeling.Quadrify false false)
---
cursel = getcurrentselection()
for o in cursel do (select o; PolyToolsModeling.Quadrify false false)
select cursel

I copypasted this into a new Max script and ran. The cursor flickers a bit like it's doing something, then goes to perpetual spinning mode, and usually ends up hanging/crashing Max. When it does work, it is VERY slow. I tried it on 2 relatively simple objects and it took a good 8 minutes to complete. Any better way to do this? (I'm in 2015, BTW, Windows 7.)

Thanks.

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fajar's picture

fn disableWindowsGhosting =

fn disableWindowsGhosting = 
(
  	source = ""
  	source += "using System;\n"
  	source += "using System.Runtime.InteropServices;\n"
  	source += "class WindowsGhosting\n"
  	source += "{\n"
  	source += "	[DllImport(\"user32.dll\")]\n"
  	source += "	public static extern void DisableProcessWindowsGhosting();\n"
  	source += "}\n"
 
  	csharpProvider = dotnetobject "Microsoft.CSharp.CSharpCodeProvider"
  	compilerParams = dotnetobject "System.CodeDom.Compiler.CompilerParameters"
 
  	compilerParams.GenerateInMemory = on
  	compilerResults = csharpProvider.CompileAssemblyFromSource compilerParams #(source)
 
  	assembly = compilerResults.CompiledAssembly
  	windowsGhosting = assembly.CreateInstance "WindowsGhosting"
  	windowsGhosting.DisableProcessWindowsGhosting()
  )
disableWindowsGhosting()

try to save those code in new maxscript n save as ms n save it on \startup .....restart 3dsmax,,and run your code again, see if max UI freeze...It would be great if you can prepare test scene

pixamoon's picture

`

hmm, not sure, code look ok and it should work.

Could you post or send me small part of scene to test it: [email protected]

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