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Old 10-04-2009, 05:01 PM   #61
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i'm still using max 9 T_T
well, i think i'll wait till i update to a newer version, thanks however ^^
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Old 10-04-2009, 07:10 PM   #62
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Quote:
Originally Posted by discmage View Post
Is there a way to select all edges that have different smoothing groups on either side? if not, would that be hard to script?
Hmm...That's an interesting one. Let me see what I can do tonight, and I'll get back to you. I'd imagine something really dirty like this would work:
Code:
For each edge in this object do
  Make a new selection list.
  Then try to
    Select the two polygons that share this edge.
    If the smoothing groups don't match, add the edge to a list.
  
  Set the object's edge selection to the selection list

Throw a party
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Old 16-04-2009, 10:08 PM   #63
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Hey there, I'm sorry. I've been really busy; is this still a needed item? I think it can be done rather quickly if you still want it.
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Old 17-04-2009, 02:30 AM   #64
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It would be handy. It will make the transition from a low poly 'rough' with smoothing groups to a nice chamfered high poly much easier. As long as it selects ALL the edges of all the different smoothing group edges. That would be really cool if you could!
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Old 17-04-2009, 03:20 AM   #65
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Discmage, click through to my blog and you can download the select smoothing groups boarder script. It was pretty easy, and I'm surprised not a standard feature in max. It's kinda cool.


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Last edited by Mr. Bluesummers-3DT; 17-04-2009 at 03:23 AM..
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Old 17-04-2009, 07:10 AM   #66
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You are a genius Cheers for that!
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Old 22-04-2009, 12:12 PM   #67
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It's a bit cheeky but it's probably better to thread hijack than make a new one..

Since I needed to this earlier I figured I might as well put it up here.

This'll import all the .obj files in a folder to your scene - pretty handy if you've exported a load of separate subtools.

You have to manually enter the path to the files because I couldn't be bothered to do a gui (don't forget the double backslashes)

max 2009 makes sensible object names, max 9 doesn't. I cant remember whether 2008 does or not.

anyway - dump the following into a script file and run it

Code:
--enter your path here
files = getFiles "T:\\whereveryoukeepthings\\import\\base_obj_files\\*.obj"
	
for f in files do ( 
        --import various obj files from the path specified above
        fullFilePath = getFilenamePath f + filenameFromPath f 
        importFile fullFilePath  #noPrompt quiet:true

        )
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Old 18-05-2009, 06:31 AM   #68
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Um...about that select edge script...it doesn't seem to work. I finally used it on a model I am working on (it was too close to the ed of my character for the DW) and when I run the script, nothing is selected.

Is there anything I need to have done to make it work? eg. use an editable poly or editable mesh, have the faces selected etc? Oh I'm using Max 2009 if that makes any difference too.
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Last edited by discmage; 18-05-2009 at 06:46 AM..
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Old 10-11-2010, 06:52 PM   #69
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What about a thread for 2d supplies as well, such as brushes and the like? (really need to find some good, useful rock brushes...).
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Old 10-11-2010, 08:47 PM   #70
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you can post 2d requests in here too.
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Old 10-11-2010, 08:57 PM   #71
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Okay then, nice!

Then it stands as it is; some good, useful rock brushes
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Old 10-11-2010, 09:05 PM   #72
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a code snippet for selecting alternate edges in a ring would be handy - I'll do the rest ..
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Old 11-11-2010, 04:39 PM   #73
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This ended up being WAAAAAAYYYY more complex than I thought it would be. There is probably an easier way, but this works.

2 rules:
1 - The object must be an Editable Poly
2 - You must select 1 edge and 1 edge only

It will then propagate out from that edge, alternately selecting edges.
It does occasionally get a little confused if your edge ring crosses itself because I uses the inbetween faces to determine whether edges are adjacent or not.

Code:
obj = $
firstEdge = getEdgeSelection obj
firstEdge = firstEdge as array
edgeRing1 = #{}
curEdges = #()
altEdgeRing = #()
curEdge = #()
tempEdges = #()
a = true
b = false
faceEdges = #()
feIndex1 = undefined
feIndex2 = undefined
if firstEdge.count == 1 then
(
	obj.SelectEdgeRing()
	edgeRing1 = getEdgeSelection obj
	edgeRing1 = edgeRing1 as array
	altEdgeRing = #(firstEdge[1])
	curEdges = #(firstEdge[1])
	while edgeRing1.count != 0 do
	(
		for f in curEdges do
		(
			feIndex1 = findItem edgeRing1 f
			if feIndex1 != 0 then deleteItem edgeRing1 feIndex1
			edgeFaces = polyOp.getEdgeFaces obj f
			if a then
			(
				append altEdgeRing f
				for ef in edgeFaces do
				(
					faceEdges = #()
					faceEdges = polyOp.getFaceEdges obj ef
					for fe in faceEdges do
					(
						feIndex1 = findItem edgeRing1 fe
						b = (fe != f)
						if feIndex1 != 0 and b then
						(
							append tempEdges fe
							deleteItem edgeRing1 feIndex1
						)
					)
				)
			)
			else if not a then
			(
				for ef in edgeFaces do
				(
					faceEdges = #()
					faceEdges = polyOp.getFaceEdges obj ef
					for fe in faceEdges do
					(
						feIndex1 = findItem edgeRing1 fe
						b = (fe != f)
						if feIndex1 != 0 and b then
						(
							append tempEdges fe
							deleteItem edgeRing1 feIndex1
						)
					)
				)
			)
		)
		curEdges = tempEdges
		tempEdges = #()
		a = not a
	)
	polyop.setEdgeSelection obj altEdgeRing
)
gc()
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Old 12-11-2010, 11:20 PM   #74
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woop!

go buzzy!

it's the only thing from graphite tools i miss on 2009.

maxscript is such an ugly language.
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Old 30-11-2010, 05:40 PM   #75
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Updated WireBundle script for you guys. Indeed, Maxscript is a truly awful language. Someday, maybe they'll switch everything over to C#...

Download the wire bundle maxscript here.
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