ok, yes that’s a bit faster. but it still takes more than 20 seconds to calculate 7 objects, with a polycount of 120 each. but well, shouldn’t complai…
i noticed that when i tried unwrapping 2 regular boxes, it didn’t want to unwrap. also, the script is quite slow to calculate multiple objects. i’ll t…
hey thanks a lot this is gonna be very useful!
grid? i don’t use any grid. i have created my own special texture, that shows the pixels in a bitmap, and arrows, to help me rotate the UV’s. another …
you preserve your pivots and names. when doing mechanical objects for games, this is a big time saver, especially when doing multiple cylindrical obje…
btw, do you have anything against me posting these on scriptspot? i bow in thy honour for helping me, o great bobo, god of maxscript.
managed to remove second half radius1 = radius2 = 100 –both radii of the hemi-circles theHeight = 100 –the distance between the halves num_faces…
here’s the final “bonecircle” script. plugin simpleObject ExtCircle name:“ExtCircle” category:“Standard Primitives” classID:#(0xe855567d, 0xbcd73b…
hah, ok, i found why it went wrong i should have replaced the number with the parameter.
well, now i tried modifying the plugin code. but it refuse to work. plugin simpleObject ExtCircle name:“ExtCircle” category:“Standard Primitives” …
well, just had to play around a bit with the code here’s the result. i added a little shape modifier code. now trying to figure how to do it on the …
well, did some minor modifications, i increased the middle width to 400, and put it into standard primitives. now my fingers burns after putting this …
wow, that is fantastic! thanks a lot! no i don’t mind you making this into a tutorial i’ve been searching for a tutorial on how to create my own pri…
radius1 = 100 radius2 = 10 width = 10 vert_array = #() face_array = #() vert_count = 0 num_faces = 10 for a = 0 to 360 by 360/num_faces do ( …