Detach by Material ID
Version:
2
Date Updated:
12/09/2008 Detach Polygons based on its Material ID
Additional Info:
Features
- works on a selection of objects
- options to automatically name detached objects
- material propagation
- this will assign a corresponding material by id to the detached object
Usage
- select any number of objects
- set the desired paramteters
- optional: if you know the maximun number of ids the object has, set the Max IDs to help speed up detachment.
- press detach
Internal Operations
Procedure:
- object[s] is/are copied
- then collapsed to an editable poly
- faces are finally detached by material ID
Naming:
- Numbered
- will creae numbered names
- e.g. 0,1,2,3
- preferable to use with the Prefix option checked
- Bitmap Name
- if not diffuse bitmap found, it will use the material name
- if no material applied, it will use the object's name
- Material Name
- if no material applied, it will use the object's name
- Object Name
- will create a unique name based on the object's name
Version Requirement:
3ds Max 9 Attachment | Size |
---|---|
detachbyID.ms | 5.08 KB |
Comments
happy to see you're here
happy to see you're here !!!! :-)
Thanks again !
I will abuse : could it be possible to have each resulting separate object with right material applied ? (and not the multi subobject material ?)
For chrismas ? New year ? :-))
thanks, I'll try to look
thanks, I'll try to look into the code again and see if i can make feasible adjustments. I can't promise an update anytime soon coz of busy schedules, my apologies.. :)
Great script, thanks
Great script, thanks !!!!
Last update 2005 is somebody strong enough to optimize it ? (a bit slow)