– v 0.2
– Fused global get_sub_mats and global get_bitmaps_from_mat to get_bitmap_maps. Redundancy deleted(so it’s faster)
Thanks, R3D, that’s fantastic! I have to admit I feel a bit as though you stole my thunder – your method is based on the same conclusion that I alluded to in my last post. Oh well, I guess that’s the way it goes. If you snooze (literally!), you lose:D
Great work!
RH
OK, back to the wishlist:
appliedToObject, goddamit! Some kind of method to be used in script controllers, scripted (modifier) plugins and custom attributes, yielding the object to which the script controller/ plugin script/ custom attribute is applied.
It’s incredibly frustrating, e.g. if you apply a script controller to an object and you’re unable to access that object unless you explicitly call it from within the controller script, either by its name or it’s node ID.
The same goes for custom attributes. It’s usually ok to use selection, because the object usually has to be selected for parameters to be changed, but what if it’s not?
I’ve never scripted plugins, but I’m sure it could be useful there too.
I would like…
convert selected quad polygon(s) to free area light (max5) ?
Hi to everyone…
i’m looking for a script that makes a boolean union and have the capability to fillets (and maybe chamfer) the union edges of the boolean operation
it is possible?
if already exist a script (or a plugin) that makes this kind of job, please tell me where can i find it
Byez
ok here’s a good one i think:
i think we all know and love the solidify modifier. i find myself using it a lot lately, but i always have to convert my models to editable poly (sort of ‘bake’ them) and do some manual adjustments to get the final look… all because of a missing feature
a lot of times i just want a single-sided plane-type model like clothes or the hull of a machine to have “thickness”, but i don’t need it to be double-sided all the way … i just need a fold on the edges, a picture says more than a thousand words…
(what you see is the back-side of a quad patch)
this would be a real timesaver, all i want is a script that sort of adds a ‘fold’ at the edge of a plane, with variable thickness and automatic, variable, chamfer
i’m doing this manual all the time now, losing the advantages of the modifier stack of course :shrug:
I don’t want to discourage people from posting here, but I just want to point out that the discreet support forum (located here) also has a “wish list” forum… these wishes are more likely to be read by discreet tech people.
So don’t stop posting here, I think it’d be good to compile a list of all these (and coming) wishes and send them over to discreet at once
cheers,
Martijn
I got an ideathat a bunch of modellers around here would be happy to see (well, maybe just me, but … :P) : a connect edge that take in account the highres-cage’s curvature to place the vertex on the lowpoly-cage.
–> with a script like that, the curvature would be respected and we wouldn’t have to retouch vertex by vertex to re-obtain a nice curvature where wanted.
I dunno if I’m clear …
Look at the pic
how about access to the fillet values at vertex levels in splineshapes.
also access to the fillet value in the fillet/chamfer modifier