prerogative

Recent Posts

Pages: [1] 2 3 ... 10
1
Animated Models / Re: Unknown issue with SMD
« Last post by wallworm on Today at 05:25:05 PM »
You are welcome.
2
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on Today at 02:29:47 PM »
After reviewing, I could find no issues. I then looked at the image you posted and I'm thinking that there may be some communication error. When using the By Polygon option, every face belonging to the same polygon as the selected face will be deleted. That means that if one face of a polygon is selected, all faces will be deleted. The screen shot looks to be working as expected.

Could you explain to my what you intended for the By Polygon to be and how it isn't working as you'd expect? If you just want the face and not the entire polygon, just uncheck the By Polygon option. Maybe I'm misunderstanding your issue?
3
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on Today at 01:18:20 PM »
OK, I will look at that issue ASAP. I may not have a fix today but will prioritize it.
4
Commercial Tools / Re: Delete Faces Modifier
« Last post by AeRo on Today at 01:16:20 PM »
Many thanks for fast response!!!

But still problem with some selected faces and "by polygon"=on

Screenshot. Max 2016 SP4 EXT2 Win10.
5
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on Today at 12:24:12 PM »
Version 2.1

   * Added support for Max 2018.
   
   * Fixed some problems with Delete Faces.
   
   * Fixed isolated vertices not being deleted.
   
   * Added button in Custom Attribute to delete the rollout when it persists after the modifier list has been collapsed.
6
Bug Reports / Possible Bug on Fresh Installs of WW in Max 2018
« Last post by wallworm on Today at 10:19:20 AM »
There are some reports of problems installing WW into Max 2018. I am investigating.
7
Animated Models / Re: Unknown issue with SMD
« Last post by keru1264 on Today at 09:42:28 AM »
Ah, okay, thanks for explanation. I understand now. I always thought that having these multiple parts on model is requirement of Source. Because I only had experience in making models for Unreal Engine, it's like a dark matter to me how is Source's SMD format works, so.. yeah. Thanks for your help  :)
8
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on Today at 09:29:11 AM »
EDIT: I meant to say only to use the MAXSCRIPT version in versions of Max that haven't been compiled to C++ yet. I am looking into the C++ problem.
9
Commercial Tools / Re: Delete Faces Modifier
« Last post by wallworm on Today at 09:01:20 AM »
Thank you for reporting. I will test and see why they are no working. The files I am using are working fine, so it's possible the version uploaded to the store is bad.

I would not suggest using the scripted version at all if you plan on using the C++ version as I've learned that they are not compatible and I inappropriately gave them the same classID. So opening the same scene with different plugin created than the version running in Max can cause an issue. I'd only use the MAXSCRIPT  in older Max that C++ wasn't compiled for.
10
Animated Models / Re: Unknown issue with SMD
« Last post by wallworm on Today at 08:56:10 AM »
...animations work fine... So, I'm relying on your advice, because I really don't know how to fix it..

I really don't understand the issue. If the animations are working, then your model is perfectly fine.

The bone a mesh vertex is tied to is directly related to what MESH OBJECT it belongs to. Remember that objects are also bones when exported. If you make a model up of multiple meshes, then you will see each part assigned to a separate bone. In either event, it's irrelevant as your skin weights override the weighting.

Hopefully this helps you understand how it works. There is nothing going wrong when you only have the root mesh bone assigned to all the vertices. It's not something that is "right" or "wrong".
Pages: [1] 2 3 ... 10