3dsMax Scripts available again

Hi all!

I’ve had a few reports that my old maxscripts aren’t available anymore. I’ve pushed all the scripts that were available to Google Drive, you can get them here:

Max Extensions

These are the same old max extensions as before and I’ve made no changes since 2007… ish. I won’t be updating the scripts for the foreseeable future either unfortunately (I don’t have access to a Max license anymore and software piracy ain’t my bag… baby). I’m still looking into an acceptable means to make the scripts open source under some sort of permissive license (possibly MIT).

Thanks for reading!

Vertex Colour Mixer

Introducing the Vertex Colour Mixer node graph.

vertex_mixer

Think of it as a compositor for Vertex Colours on an arbitrary mesh, because that’s exactly what it is.

vertexMixerDemo.blend

Download here

It’s quite easy to use, create a vertex node tree, add an Output > Result Node, this is what will do the final compositing of your vertex colours.

Then an Input > Vertex Channel Node, this is the basis of the mixer, this is want will sample colours off your meshes. You need to name your vertex colour channels in the appropriate places, working with Col, Col.001, Col.002 will become tedious.

The Vertex Dirt and AO channels are still very experimental, so beware of those, and as soon as I figure out how, I will add a Live feature so you don’t need to click Mix all the time.

There are some fun things to try, make different colour masks and mix them with the RGB Combine node, it reacts exactly as advertised, when used with a cunning shader it allows you to use the channels for various data, ie. Color1, Color2, AO. This is how we created the monster colour variations for RGBA using Unity3D.

I’m waiting for Blender to support alpha channels and then we’ll have some fun.

Tweet @wahooney or G+ me with any feedback and I’ll see how we can improve this toy 🙂

 UPDATE:

I’ve updated the addon, the factor value had no effect on the Overlay mix type, as could be seen in the YouTube video. I’ve also renamed colour to color (not a fan, since here in ZA we spell it properly 😉 , but I’m trying to keep things consistent with the rest of Blender)

 

Updates by popular demand!

Hi all,

Work has been crazy lately so updates have been few and far between, but here are a few updates for popular scripts:

http://db.tt/WMO375Bw

I will be dropping scripts into that Dropbox folder as they are updated, so be sure to check it out from time to time.

Enjoy!

P.S. if you use these scripts on any interesting project feel free to drop a link in the comments, I’d love to see them!

New Addon: Set Bone Lengths (UPDATED)

Hello everybody!

How’re yall doing? Have you ever wanted to scale bones towards/away from the head/tail? Now you can with:

wahooney_set_bone_lengths

Adjust lengths to an absolute length or scale them relatively, scale from the head or the tail, or anything in between!

Warning, works best on bones without children, hierarchy aware transforms coming… sometime… soon… -ish.

Seems that was easier than I thought. Another warning, however, if you scale a complex hierarchy away from the tail (Bias = 0.0) things do get a bit unpredictable, unfortunately that is just the nature of the beast and nothing will fix that.

Enjoy! Like! Tweet! +1!

Updated UV Scripts! And a new script! And another promise!

Hello all my faithful followers! I’ve called you both over here today to celebrate some scripts that have been updated for Blender 2.6.2:

wahooney_copy_mirror_uvs

wahooney_uv_helper

Both work in 2.6.2 now and have had some minor tweaks for more erratic behaviour, including Copy Mirror UVs not copying triangles.

I’ve also included a smaller script that I’ve found useful for a number of projects:

wahooney_random_object_colour

This randomizes the colour of all selected objects within the specified limits. Use the object colour in your material to make use of this.

I hope you all enjoy and I hope to be updating this site more frequently ( as I always promise 😛 ).