Tagged 'smallpoly'

GridWork

3 votes

GridWork is a set of tools for working with grid based tiles of geometry. It primarily features things like offsetting objects by the spacing and direction of the current grid, moving shifted off selections of geometry back on the grid, and replacing uninstanced pieces of geometry with instances of a reference object.

 

STEPAdjust

1 vote

STEP Adjust loops through Body Objects, such as ones imported from STEP files, to quickly swap between the Coarse, Medium and Fine presets.

BadShell: Nested Shell and Multimaterial Detection

2 votes

Detects and selects objects with nested shell and multi materials so they can be addressed by the artist.

SnapSwap

2 votes

A tool for replacing the currently selected geometry with a same named snapshot (old model is deleted). Can be used for dealing with corrupt geometry.

To use: Run the macroscript, and add SnapSwap to a toolbar from the category "# SP_MeshScripts".

WorldViz R4 Lightmap to R5

1 vote

This script is for users of WorldViz software to aid in the conversion of scenes using R4 materials to R5 materials. Specifically, this swaps baked maps from their old slot in Standard materials (self-illumination) to their new slot (ambient).

ShellBake: Set Up Shells for Baking VRay Lightmaps

2 votes

To transfer maps from one type of material to another after a bake for game exporters that primarily look for Standard materials.

This is currently limited to just the diffuse map.

To use: Run the Macroscript and add ShellBake to a toolbar from the category: #_SP_BakeScripts

Refresh Icons

0 votes

Macroscript for making a button that refreshes button icons using colorMan.reinitIcons(). That's basically the entire script right there. :)

Architecture to Standard Material Converter

4 votes

This macroscript converts Architectural materials to Standard materials for use with VR exporters that require this setup.

Attach by Same Material

1 vote

Attached all geometry with the same material to the currently selected object. This collapses to editable poly first, so make sure you're cool with that before you click. :)

Created for merging objects in heavy architecture scenes recieved in Max format with large numbers of individual objects.

Strip Paths from Bitmaps

3 votes

Removes current paths from all bitmaps in the scene. Primarily for getting rid of irrelevant paths on files recieved from users on other systems.

This functions in a similar way to stripping paths manually in asset tracking, but when doing that I've found that it can lag a lot and sometimes fail to strip some of the paths until you do it multiple times.

Bad paths can cause lag when Max tries to search for the missing textures, especially when they're pointing to a nonexistent network location.