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krizunk

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Everything posted by krizunk

  1. NewByPower to the rescue! He dug into 8 year old code to fix this. Here is the fix: Open MSH_Tool.pyGo to line 665Replace T.tgt=sdir T.btg=tdir With T.tgt=tdir T.btg=sdir.negate() Save.Fixed! Thanks again to NewByPower for putting in the work to fix this simple bug. There is some more testing to do and there might be a new version of the script.
  2. I haven't tried it personally, but I read somewhere that script 5.48 and 3DS Max 2013 are the most "recent" versions that are compatible. I've been using 5.42 with gmax since I can't find 3DS Max 2013 anywhere.
  3. I've been playing around with editing hair meshes. I noticed one weird problem that I can't track down. If I take a vanilla hair mesh, import it into Blender or gmax, then export it again without changing anything, the hair changes its lighting slightly. The modified mesh looks a little more "streaky". As far as I can tell, it has nothing to do with the mmh, mao, or phy file. Something changes in the msh import/export process and I can't figure out how to make it look like the vanilla hair. It's not that big of a deal, mostly it just looks inconsistent with beards, but I'd like to know exactly what's going on. Here what the vanilla hair looks like: https://i.imgur.com/cbSzUk6.jpg And here's what it looks like after being imported/exported: https://i.imgur.com/0oj9h7j.jpg I've fiddled with normals, face sorting, and tried comparing the two msh files in the Toolset. As far as I can tell, the only difference is in the vertex data, but I don't really know what I'm doing. Any thoughts?
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