sorry dude my mistake forgot to remove do in the above script…corrected it now. try it… @Piflik thanks for pointing it out. I add the isDeleted condi…
Yes, the code is using bounding box for the check as i said in the post is inaccurate. Try this, its very accurate but the only requirement is that al…
you can try this out, this is quick but very inaccurate as it checks by the bounding box. small = $Sphere_Small_* as array big = $Sphere_Big_* as …
sel = selection as array for o in sel do ( at time 0 pos = o.transform animate on (at time 300 o.transform = pos) ) Is there a way to record the po…
yes there will be a little jump in the end.
put that in the last line of the earlier code or select all the cubes run this: sel = selection as array for o in sel do ( at time 0 pos = o.transf…
Hi again, there is a small work around for this. All u need to do is to set the last frame value equal to the first frame. for o in sel do ( at tim…
the image was interesting so quickly wrote this try it out and reply. Just execute this script in a empty scene. with animation range of 300… sph =…
FolderName = GetDir #scene + “\exportTest\” — Give the folder name here for export i think u are not having a folder named exportTest in the scenes …
try this… max_file_name = getFilenameFile maxFilename FolderName = GetDir #scene + “\\exportTest\\” [color=Lime]— Give the folder name here for …
copy the code into a text file and save as MergeNPlace.mcr in your 3dsMax_root_folder/UI/Macroscripts/ then close and run max. Go to customize user in…
try this … try(destroyDialog mergePlace)catch() fn PlaceObj msg ir obj faceNum shift ctrl alt = ( if ir == undefined then myStr = mouse….
Let me clear some doubts, you are trying to attach object to create a single lightmap for ur scene and u are using automatic unwrap in render to textu…
There is one more method to do this. Select all the objects and apply a unwrap uvw modifier with map channel 3 then use flatten mapping and convert al…