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Hmm look at this bad boy. who's the daddy now eh? - yeah who's the
daddy now! Consider the scriptonium open for business and we've got stock. There could well be bugs in this lot so don't say I didn't warn you. I don't want any of you come crying about how one of these puppies trashed your life long project. USE AT YOUR OWN RISK. Having said that I use them all the time, you'll probably just run into some error check problems, using them on the wrong kind of object that sort of thing. Well enjoy my little dumplings, enjoy.
These all take you to a page with detailed info on the sctipt
A quadmenu option to resize the width/height/taper od many bone objects in one go.
Quadmenu item allows you to copy a transform from one object and paste
it into another. Uses Chugg_globals(see help txt)
Use on a skinned model to reverse the order of the crossections
Now you can use Ctrl+C/Ctrl+V to copy and paste keys in the track view.
Uses Chugg_globals(see help txt)
Some globals setup. See help text
The following were all writen in max 3.x. They SHOULD all work in 4.x
A new version of the unwrap script that comes with max3.0. With some preset sizes and a bit more error checking. Also unwraps multiple object to one or separate bitmaps.
Projects the verts of one mesh onto the surface of another.
Projects along the vertex normals of the first object.
Same kinda thing as mesh project except projects spline anlong their Z axis onto the surface of an object.
A simple little one that sets the inner and outer radius of a skin envelope to a fixed size. Easier than doing it by hand if you've a lot of bones.
Select two verts and press the button. Creates a point helper aligned to the verts. Then set axis set to "pick" and choose the point object.
A simple multiobject poly counter. Select the object that you wish to count up and press the button. Results displayed in the promt line.
An export stength reset-X and collapse util. Also tries to detect normal flips and correct then (Although not always successfully). The Script version of reset-X is NOT export proof, and depending on how you export your data will not always work. No account is taken for the object offset matrix.
Simple switches for diffuse on/off texture in viewports by object selection. No need to goto the materials panel anymore.
A bit like (exacly like!) collapse vert but with no weld.
Measures distances apart of two objects - or if on object is selected two verts. Results in prompt line.
Scales the relative positions of a selection of objects. ie, if you had a load of fence posts and wanted to spread them out a bit more.
Precise move and rotate of an object in any unit size required. Works in local and world co-ords
Simple light excluder. Just select the lights and the object you wish to include/exclude and press the right button. Easy peasy (like cheesy peas)
Smooth out bezier knot handles. Try it - you might like it.
Builds a face selection based on the angle of face against the direction of another object.
An easy ASCII camera pos and lens exporter.
This is handy. In a skin modifier, select some verts and press the button. Util goes off and get bone assignments and weights for each vert. Good for fixing blending problems. Also tells you if vert weights are normalized or not.
Life saver! Will save out the weights of a skin modified object. If you change the mesh of a skinned object any manually setup vert weights get lost. Put them back with this. Can put back weights by index or by position. (Caution: putting weights back by position can take a long time if your object has a lot of faces)
Iconstrips for my utils
Creates a chain system from a link object and a spline path. Scales the link object to fit exactly the path and then setsup custom script look at controllers. Ability to dump controllers to normal keys for better speed.
Converts uv's to a mesh version. Also copies 3d vert
normals to flat mesh. So, in a render it will light like a 3d object
(hard to explain - use it to see it)
Renders image sequences to a tiles bitmap. Maily used for fonts in games. NOTE: Don't use safe frame as a render with safe frame on will not come out the right size. I think this is a maxscript bug.
Test code for a script particle system. It works and can generate particles of different types. Also has gravity and wind resistance. Maybe someeon will take it somewhere?
Draw directly onto the texture of an object in the view port. Unfortunately the refreshing of a max texture is Painfully slow, so it's only real use is to roughly mark out areas on a mesh.
Your classic object renamer.
Directly input an objects matrix to warp and scale it. Now works in local space as well. Good fun on cameras!
Scripto version of Mkey. With nobs on!
Swaps the weights from one bone in a skin modifier to another
For muliple renaming of unique objects. eg select some objects, click the macro, then just type and hit return. The selected object is displayed with a yellow box around it.
Displays the vertex normals of selected objects.
Seals stack based animation into vertex based animation. Does not save space warps
NUBRS suface stitch and tangent align. Joins two surfaces without loosing edges. Joins two nearest edges. Also ascociated functions for surface edge indexing and edge center.
A re-write of my freeze anim but as a macro. It also now supports the freezing of space warp effects. One point to note if you use it to freeze a bomb effect make sure you start the freeze on the frame of detination. (because there is a dynamic change in topology that I can deal with)
Funk-tastic my scriptually challenged chums. Have a fractal planet generation script. Iteration between 100 and 500 work good. Don't be too surprided if you get a lot of land on one side and sea on the other, just run it a few time tweaking to params until you get a nice one. The poles and continents controls are NOT a gurantee of land. They just seed the planet with dummy land bits. Also your better off tweaking the mapping before you run the "map ready" button as mapping on geospheres is not that great and a bit lob-sided.
A left over from the planet thing but of lots of use. It's a photoshop style gradient generator. Use the supplied structure to setup colours and positions from 0.0 to 1.0. You MUST give it at least two colours, one at 0.0 and one at 1.0, other than that put as many where ever you like.
The ever useful draw vector. Draws a spline shape the length, direction and colour of a point 3. Now updated to include drawaxis, for viewing any maticies you may create.
Do you need to render for print output? This will tell you what size to render at if you input a DPI and a print size. Beats doing it in Photoshop!
Well I must say, your total lack of respose at sending scripts in has totaly dismayed me. It still seems to me that all of you have too much of a life. Stop it right now! Get back in front of the keyboard and slave over a hot script, you slackers! |
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