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Messages - James Vella

Pages: [1] 2 3 ... 16
1
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 11:17:18 »
Hm, I was just reading that the convert editable poly could have different syntax in 2023, you could try this but its a long shot.

Code: [Select]
for obj in selection do
(
  resetXForm obj
  convert obj #editable_poly
)

I think someone using 3dsmax 2023 could debug this one better than I could at this stage.

edit:
I had #polymesh before, I updated it to editable_poly, apparently you can use these... 'polymesh','editable_mesh','editable_poly' etc.
The reset xform could also be different in 3dsmax 2023...

2
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 10:53:19 »
Make sure you add the additional parenthesis:

Code: [Select]
macroScript ResetAndCollapse
   category:"AAScripts"
   toolTip:"ResetAndCollapse"
   
(
for obj in selection do
(
  ResetXForm obj
  ConvertToPoly obj
)
)

3
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 10:49:32 »
you are missing another set of parenthesis, check my code above. I don't use 3dsmax 2023, so if its still an issue after using the additional parenthesis you might need someone who's using the latest version to help.

4
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 10:39:31 »
Did you drag and drop the exact code I wrote? Or did you edit it with your code?

I suggest copy it as I have first, test that if it works, if it crashes let me know.

Also which 3dsmax version are you using?

FYI if you are going to put your code then you need to evaluate the script, drag and drop wont work, it only works for code without the header, so for example:

Code: [Select]
macroScript ResetAndCollapse
   category:"AAScripts"
   toolTip:"ResetAndCollapse"
   
(
for obj in selection do
(
  ResetXForm obj
  ConvertToPoly obj
)
)

Once this is in your Editor you press CTRL+E (not drag and drop).

You can then go to Customize > Customize User Interface > Toolbars
toolbar" border="0

5
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 10:15:52 »
No probs

6
General CG Discussion / Re: Reset Xref/Collapse/Edit Poly
« on: 2023-01-26, 09:51:53 »
I assume you mean Reset Xform instead of Reset Xref?

You could do this for multiple objects by using this code:

Code: [Select]
for obj in selection do
(
  ResetXForm obj
  ConvertToPoly obj
)

Copy this into your Maxscript editor:
editor" border="0

Then drag and drop to your toolbar, it will create a button
drag" border="0

You can then right click on that button, change the icon/name etc.


7
Render on a black background or use a proper compositing software.

8
doesn't matter the format, along as you premultiply your alpha

9
While I understand the request, do you not have a workaround?

For example in 3dsmax when we map things on UV Channel 2 there is no solo mode. So as an example if I want to blend materials using UV2 I have to copy the material, change it to UV channel 1, apply it as a base diffuse map to see what's happening in the viewport. When I see the change I expect I can switch everything back and hope that it renders correctly (which it does if I didnt mess something up) but my point is in this scenario we don't have a solo node for UV channel 2. Its just a workaround.

10
A key thing here is to note that not everyone comes from a 3D background or understands how to 'easily apply knowledge from one software to another'.

Some people are short on time, they have a specific goal - to create photographic renders in their 3D application of choice.

Most of us have a large resource of videos/images/books we learned from but those who require specific knowledge in a short frame of time are asking because they have probably already been down the 'youtube' path and need specific direction to their goal. To be honest its hit and miss on youtube and those who are requesting this information are obviously industry professionals in their own right and are actually looking for a teacher/coach who can build their experience in a shorter amount of time for 3D purposes - thus the request for paid tutors.


11
Well if your scene is now 6 minutes faster to open it means something is broken in your ENU which contains all your UI settings as well as other scripts and things that you normally rely on.

You could try this:

Paste back your ENU folder that you backed up to your desktop.

Load your scene... which will take awhile since obviously something is not functional

Now in 3dsmax do the following:
Customize > Save Custom UI  Scheme > save this somewhere

If you have made your own custom hotkeys then:
Customize > Hotkey Editor > Save as > save this somewhere

Then delete that ENU folder (keep the backup incase)

Start 3dsmax as normal, it should look like defaults.

Select Customize > Load Custom UI Scheme (pick that file you saved)

same with Hotkeys

Restart 3dsmax

You should now have a clean 'ENU' with your UI you are used to.

If something is missing I highly recommend you install the script 1 by 1, reload 3dsmax each time and see if your load times change. If they do its probably related to the very last thing you installed which means you need to investigate/contact the author of that script.

Edit:
To answer your previous question, yes the above settings is what I do to save my UI and hotkeys (toolbars, hotkeys, quad settings, asset tracker etc.). I keep these in a folder in case my ENU gets corrupted and then reload these when that day comes (because it will). I also keep a copy of a working ENU folder for the same reason, since there are other things I'm not aware of in that folder that can possibly be corrupted at a later state... thank you very much Autodesk. So long story short, keep that UI saved, keyboard shortcuts, and the ENU when everything is working well. When the time comes just delete the broken ENU and replace with your saved ENU, if that fails then at least you have the UI and keyboard shortcuts saved separately (without your scripts, the toolbar buttons will be there but they are linked to a missing script, which as I mentioned earlier install 1 by 1 as you troubleshoot).



12
8 minutes is too long even for a large scene. Also keep in mind proxies usually make the scene open faster since the data is external.

How long does it take to open an empty scene?

Try copy/paste this directory to your desktop as a backup then delete it and restart 3dsmax. If it loads fast then something is corrupt in your ENU folder.

C:\Users\your_user_name\AppData\Local\Autodesk\3dsMax\your_max_version\ENU

13
[Max] I need help! / Re: Render to texture, bake to texture
« on: 2023-01-20, 16:02:59 »
I want to move between Max, Substance, UE and so on.

If that's the case then I would recommend you start your next project entirely with PBR textures. The reason all render engines are moving in this direction is exactly so you can switch between different render engines/software and you don't need to rebake etc.

14
If I'm not mistaken @romullus is referring to the proxy file that doesn't contain materials.

You can certainly import a .max scene with materials because those are linked within the 3D scene itself, not the proxy.

15
I created a couple of scripts for this specifically you can use for free if you like. You can alter them to do some more things its in the readme how to do this. Ill expand on this next year but at the moment I made it just for my workflow - basic vray roughness -> fbx then on convert the materials to either vray or corona in c4d.

At the moment I think there is an issue with the metalness (when not using a metal texture and metal using numeric value only), its on my to do list but otherwise should do the trick when using metal bitmaps. If you have 2sided vray materials it will use the front material, also on my to do list is convert the color-correct nodes as if its being used it will ignore these materials for now (keep as vray mat).

Script is now updated with Metal numeric values working, Color Correction & Falloff nodes will be replaced with the diffuse texture. Also works with multi-sub materials (any depth) since its just looking for Vray Classes. You can add your own Vray classes at the bottom (read the --notes). You can reference the Vray2SidedMtl class to see how to add your own its quite simple to do so if you have some basic coding experience.

Convert from 3dsmax Vray -> FBX
https://github.com/jmdvella/3dsmax-scripts

Convert FBX -> C4D (Corona/Vray)
https://github.com/jmdvella/cinema4d-scripts

Feel free to give me some feedback, or you can edit the scripts to suit some specific things in your workflow if you know some basic python/maxscript.


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