index
M.Chodakowski edited this page Jan 20, 2019
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78 revisions
- one-liners, snippets & overall simple programs
- I use them to speed up my workflow while working on games or animations
- aligns an object with line anchor points
- divide segments and align vs normalize / align
- useful for making handrails with splines
- watch preview "101max"
- procedural fantasy town generator for Water-Home models
- create your own, personalized version of Water-Town in seconds
- watch preview 1
- watch preview 2
- interface
- auto-assign random smoothing groups across all faces
- assign smoothing groups different to neighbors
- make an object or selected faces coarse
- reset smoothing groups on all or only selected faces (• - switch)
- use it instead of auto-smooth to create a coarse object where auto-smooth assigns same smoothing groups to faces sharing the same vertex which results in a crease after adding a turbosmooth
- brute force method
- watch preview "101max"
- adjust wirecolor en masse i.e. color & grade object hierarchies automatically
- universal, easy to use colorizer
- watch preview
- short for "crayon for zbrush"
- max to zbrush pipeline plugin
- divides all in-scene meshes according to multimaterial ids and exports newly created objects as separate files
- this way you can quickly and efficiently load .objs into separate layers in zbrush to create subtool dependant color groups
- let's say you need a color preview of a - very - high-poly model you're working on in 3ds Max
- new plugin under development
- short for "hair for zbrush"
- create geometrical hair from hair & fur modifier
- new max to zbrush pipeline plug under development
- watch preview
- info
- tree randomization and distribution
- manage trees en-masse in your scene
- distribute trees along target object's vertices
- distribute along path i.e. country lane, forest road
- watch preview "101max"
- interface
- snap two arrays of objects to each other based on their proximity
- parent arrayA to arrayB
- watch preview "101max"
- write target biped's mixer tracks into a text file along with animation ranges
- the text file is located inside the scene folder
- feed the character data along with the text file into the engine
- ###-### clipName
- watch preview
- assign same random material across all group members
- assign a different random material to each individual member of the same group
- assign same random material to objects based on their distance from each other
- define source materials by defining material editor slot ranges 1-2 to 1-24
- i.e. use this script to apply a random material to hundreds of /groups of objects/
- watch preview "101max"
- adjust round corners scene-wide
- iterate through multi/sub-object material list
- use material ID channel value to grade material softness
- i.e. multiply final round corners value by Material Channel ID: 0 - sharp, 1 - rough, 7 - soft, 15 - very soft
- watch preview "101max"
- compute distance between two anchors in an object (i.e. the object is not to scale)
- define target distance / real measurements of the object
- define the ratio between target and source objects
- rescale the object locally or rescale entire scene
- use imaginary units instead of scene units
- watch preview "101max"
- parametric solar system model
- can be used to showcase a starship as in this video
- watch preview
- interface
- render diffuse and ambient occlusion (via material override) passes consecutively in mental ray
- i.e. about to leave work and you need a preview render the next day without having to go through config - just hit time_out and leave
- limited usability plugin