[Closed] Scene explorer + asset manager = MeshManager
Hello fellow maxscripters (and maxscripterettes?). I wanted to show you what I’ve been working on in my off time for the last couple of months:
MeshManager combines a scene explorer with a mesh asset manager.
The scene explorer part displays the scene in a treeView and can be organized in several ways depending on what you are looking for.
Personally I find the pure treeView approach to be easier to read than the treeView+Chart combo that the default scene explorer brings up. I’ve also tried as much as possible to make the properties as much “interactive” as possible, so that you can drag modifiers and materials between objects and even to objects on the viewport. I’ve also extended it so that it can display some of the object’s properties so you can, for instance, change a box’s height or a bend modifier’s bend angle directly from the treeView.
The object asset manager can be used to store objects of any kind and quickly insert them in the scene. Besides it can store some metadata along with the objects like tags for easier searching, a short description or a preview image.
VIDEO DEMO: http://www.youtube.com/watch?v=tUnZW4MToIs
MORE INFO: http://www.scriptspot.com/3ds-max/meshmanager
I was hoping to get some feedback and/or ideas on how to develop this further. What do you think forum?
I had an Idea , when I right click an object, on the RC menu just get put the selected object in some layer that we already create (in LM or somewhat LM) option, it’ll be great if it can create layer via this script to (right click object—> create layer via selection) and then to more organize we need layer manager in your script too, your category included only object or group object ,how about layer too, it must be great!
and another
when right click you can edit the mesh inside it too, like additional tool (like a when selected object in poly we can edit it too via this script, just popup the new dialog, and it contain somthing bout editable poly ), so we don’t need to open command panel (I hate to use it–>slower workflow) so often,
how’s bout that?hehehehe,
maybe too much for ask, I know it couse I already writte my own script bout UVWMap and mapscaler…it hard and tired (for me this is my first script i wrotte (god damn it’s only little script but cost 80kb)) but in the end, it give me good result!
my english getting worse lately, sorry for that! I to little confuse bout my word , but I hope you know understand what I said!
Thank!
The layer visa selection sounds like a good idea. In any case, when in Layer sorting mode, you can right click the SCENE OBJECTS library and there will be a create layer option. And when right clicking on a layer node there’s an option to add selection too.
Having editable poly tools in a separate rollout just seems like an overkill to me. There are a few options for isolating the selection or opening the modify panel on the selected modifier however that are quite useful I think.
Thanks for your ideas.
Have seen rappa tools, only one tools bout editable poly and it cost over 200kb,I can imagine how hard he’s trying to make that tolls complete. btw thats just my crazy idea though , just lough and forget it!
thank