Ok cheers I should be testing this out tommorow and do some tests with flipped uv’s…
Hey theres a problem with this. The binormal is calculated from the tangent/normal, what if the uv’s are flipped? Then the binormal will not be correc…
cool thanks
Sweet, thanks! This looks perfect! How did you get it to show the gizmo as the normals/binormal/tangents? Is that a special maxscript helper?
Ok I found this, this work fine within max with some changes to the synatax I assume?..
So you want to seperate your mesh acording to smoothing groups?
My hack was instea of opening the file I rename it first, then open it. Thats all there is too it
Cheers, I found a hack around it today
code block 1 –bake element myShadowMap = shadowsmap() myShadowMap.outputSzX = myShadowMap.outputSzY = mySize myShadowMap.fileType =…
will do tommorow
Hey, its not like a little different, its a totally different bitmap all together, something from previous use in the script. For example… I use a …
normally it sorts by material ID. Which has always worked fine for me. And it works the same all the time. The problem is if i move the verts a little…
Yes i know max snap tool is very unaccurate, but unaccurate via maxscript? I read the point from the target, then apply that position to the source v…