Maxscript Tool Wishlist

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Old 04 April 2013   #31
Originally Posted by JokerMartini: node based editor for doing what?

For writing MaxScript, it is one of my wishes. something like Unreal Kismet.
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Old 04 April 2013   #32
Originally Posted by MZ: For writing MaxScript, it is one of my wishes. something like Unreal Kismet.


I think forum user TheGrak once started this project. Personally I don't see MAXScript as a whole as a language that would lend itself well to a node based UI. It's too much of a mess.
 
Old 04 April 2013   #33
What I personally have thought max has needed for a while now, which I'm not sure if you can do with maxscript, or even the sdk, is some kind of tabbed interface, so that you can have multiple files open in one instance of max. Also having the ability to copy and paste nodes or geometry in between the open files would be awesome, which would be pretty easy, by having a clipboard max file.
 
Old 04 April 2013   #34
Originally Posted by Ian31R: What I personally have thought max has needed for a while now, which I'm not sure if you can do with maxscript, or even the sdk, is some kind of tabbed interface, so that you can have multiple files open in one instance of max. Also having the ability to copy and paste nodes or geometry in between the open files would be awesome, which would be pretty easy, by having a clipboard max file.

xref scenes, containers... you can copy/paste between containers, and merge nodes from xref scene to the current one.
 
Old 04 April 2013   #35
Originally Posted by denisT: xref scenes, containers... you can copy/paste between containers, and merge nodes from xref scene to the current one.


But, to be fair, using containers is like heading to the Amsterdam red light district - exciting, full of wonder, and almost definitely going to give you a disease. You'll be running back to your trusty old XRef's before the sun comes up!
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Old 04 April 2013   #36
Originally Posted by Ian31R: What I personally have thought max has needed for a while now, which I'm not sure if you can do with maxscript, or even the sdk, is some kind of tabbed interface, so that you can have multiple files open in one instance of max. Also having the ability to copy and paste nodes or geometry in between the open files would be awesome, which would be pretty easy, by having a clipboard max file.


There are easy ways to do this type of stuff. We have in house productions tools I've created for copying and pasting animation across multiple instances of running max's.
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Old 04 April 2013   #37
Originally Posted by JokerMartini: There are easy ways to do this type of stuff. We have in house productions tools I've created for copying and pasting animation across multiple instances of running max's.

Do you use those tools to copy-paste objects?
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Old 04 April 2013   #38
Originally Posted by MZ: Do you use those tools to copy-paste objects?


http://www.scriptspot.com/3ds-max/s...d-paste-objects
 
Old 04 April 2013   #39
as a softimage Fan , i love to see something like softimage ICE on max
for max it will be like writing some functions on node based system

--
for now until one day we have that.
here is a small tool on ice for fast Retopology
http://vimeo.com/24730266
http://vimeo.com/43532240

idea is simple enough on ICE but not sure about giving it a try on maxscript.
I think it can be done by skinwrap but it will have problems this way for sure ,it need to be done the long way

here is the compound for softimage for checking it up
http://shaterstudio.blogspot.com/20...-compounds.html
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Last edited by doctor3dmax : 04 April 2013 at 04:57 PM.
 
Old 04 April 2013   #40
Originally Posted by MZ: Do you use those tools to copy-paste objects?


Yes it's very simple.
Check lo's post. It's similar to that mxs.
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Old 04 April 2013   #41
Originally Posted by DanGrover: But, to be fair, using containers is like heading to the Amsterdam red light district - exciting, full of wonder, and almost definitely going to give you a disease. You'll be running back to your trusty old XRef's before the sun comes up!

containers are not safe and shouldn't be used just for pleasure
but containers is the easiest way to copy/paste everything (objetcs and their transforms, modifiers, materials, etc.) across files.
 
Old 04 April 2013   #42

Nice and simple, I have forgotten Save Nodes.
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Old 04 April 2013   #43
I hate CAT and another wishes would be adding some features to Character Studio like: spline spine, auto clavicle, ground detector, bone squash stretch, muscles and everything that we always build in custom rigs.
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Old 04 April 2013   #44
Originally Posted by JokerMartini: There are easy ways to do this type of stuff. We have in house productions tools I've created for copying and pasting animation across multiple instances of running max's.


Yeah I know there are easy ways of copy and pasting. The main thing I want is multiple files open in one instance of max. I hate having to open multiple sessions. I know load times are faster once you open max for the first time, but I still feel like its a pain. Most applications nowadays for windows can load multiple files, it seems like max needs to catch up on this.
 
Old 04 April 2013   #45
Originally Posted by denisT: containers are not safe and shouldn't be used just for pleasure
but containers is the easiest way to copy/paste everything (objetcs and their transforms, modifiers, materials, etc.) across files.


Do you have any reference or examples for using containers in mxs?
 
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