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| [--- LIST OF NEW SCRIPTS AND FIXES ---] |
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4/27/08 update : (NEW SCRIPTS) ITEM POS COPY : Just select at least two items, run script, and it'll copy the transform keys to the other selected items. KNIFESCREEN : This performs a 2d poly slice across the screen using the viewport's axis and the angle defined by (2 verts) or (1 edge). LAYER HIDE ALL TOGGLE : This script is darn handy! Fire it once to hide all layers but MAIN. Fire it again to show them all again. LAYER NEW GROUP IT : This creates a new layer in the group you're currently in, so you don't have to spend any time dragging/dropping. LOOP SLICE DECIDE : If you have 1 edge selected, it turns off "slice selected". I you have more than 1 edge selected, it does the opposite. PART OR SET APPLY : This makes applying polygon parts or selection sets a bit easier because it's on one hotkey and can delete illegal chars. PIVOT COPY TO SEL : Select multiple items and it'll copy the pivot pos from one item to another. PRINT HOTKEYS : This lets you do a hotkey search. It searches both the default modo hotkeys and your custom hotkeys. RANDOMSEL_NEW : This script is to randomly select or deselect VERT, EDGES, or POLYS using the percentage you enter. SEL_TOGGLE POLY TYPE : Hold your mouse over a poly and fire script and it'll toggle all the polys in the layer that have that same vert count. SELECT LINES : This expands the selected edge row until it finds two edges that touch the same poly. Works great for tesselated quads SELECT PARENTS : This script is to select the parents or children of whatever items you have selected. SELECT POLYS BY TEXTURE : If you have multiple materials with the same IMAGE in them, you can select all their polys quickly. STRETCH FLIP : You just need to bind this to 3 hotkeys inside the stretch tool, so you can easily flip any axis with one hotkey. TUBE TO CHAIN : This script converts tubes to 2ptPoly chains and back. It makes pipe editing easy because you can use any deform tool! (SCRIPT UPDATES) ALIGN_FIT : fixed two pivot adjustment bugs. CARD TOOLS : now works with the mac. FLATTEN : fixed a symmetry bug as well as an up axis bug MESH CLEANUP : put in a safety check for the "senetemp" selection set to stop some bugs. QUICK BOOLEANS AND DRILLS : Now has a new boolean type which retains UVs. :) ROTATE TO OR UNROTATE : running select.expand twice to get around a bug. SELECT REST : gave it an overhaul to increase speed dramatically and fix a small bug SELECT THAT MESH : now lets you select through any items you don't want to select (such as backdrops) and also has a small bugfix. SUBPATCH_KEEPSEL : M3 broke my optimization, so I had to revert to the slower method again. :( SUPER UV TOOLS : medium update - I *FINALLY* got around to fixing that uv island determination bug! It didn't occur all that often, but it sure was annoying when it did. :P - This script now works with modo 302. - This script now works on the mac. - There's a new feature to select material groups in the shader tree by search terms. - There's a new feature to select clips in the clip list through search terms VIEWPORT_DISPLAYTOGGLES : "toggleFGBG" added. This flips both FG and BG to be opposites. WORKPLANE_OFFSET TO CURSOR : if the mainlayer was active and invisible, it used to cause a problem. Not now. |
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9-16-07 update : (SCRIPT UPDATES) ALIGN FIT : M3 update BEVELITTLE : M3 update + works in multiple layers now + supports all new transforms CARD TOOLS : fixed an extra slash in the image path + put in user.val check + put in safety check to make sure a new card name is typed in. DELETE HALF : the warning window was broke and is now fixed. EDGE SLICE OR ADD VERT : won't split hidden polys anymore + now has a "noSplit" feature EXTRUDEPATH : fixed a serious bug where it wasn't removing all the flagged polys that would cause problems with consecutive runs of the script. LAZY SELECT : doesn't select hidden polys anymore. LAZY SELECT MATERIAL : doesn't select hidden polys anymore. MESH CLEANUP : M3 update PERFECT CIRCLE : fixed a workplane restoration bug QUICK BOOLEANS DRILLS : Rewrote user value creation to get around the M3 undo bug that was leaving them all blank QUICKMIRROR : M3 update ROTATE OR UNROTATE : symmetry fix + fixed a bug that would occur if the last used viewport was the uv view. SELECTFLOODTOGGLE : doesn't toggle hidden elements anymore + added a progress bar SELECT THAT MESH : you don't have to hold your mouse directly over a vert or edge now + silenced some popups + clarified the documentation SUPER UV TOOLS : Medium update : 1) : Now has some material repair directory filters, so you can programmatically re-load or delete images from specific directories. 2) : Rewrote automatic uv map selection code for better guesses 3) : Rewrote user value creation to get around the M3 undo bug that was leaving them all void. 4) : New "selectImage" command to select the image on the polygon that's under the mouse so you can see it in the uv view. 5) : Now when you right click on a clip and choose APPLY, it will save that material to the "grabbed material" user value for easy reuse. 6) : Finally put back the texture move grid buttons back into the UI. They were still accessible by hotkey so that's why I forgot about them. 7) : When you load+apply a new material now, you can specify the only file types you want visible in the file browser window. 8) : Added a "repair selected" command so you can repair only the materials on the selected polys. SUPER REMOVE : finally fixed the damn infinite loop! + added progress bar + M3 update SUPER TAUT : fixed a polygon planar taut bug + symmetry syntax fix + added selection mode guesses SUPER VERT EDGE SPLIT : added a progress bar SUPER WELD : "keep2pts" works with edge welding now + now has "leaveUVs" cvar to weld verts but DONT weld their uvs. TRIPLE OR SPIN : won't split verts on hidden polys anymore UNBEVEL : added a progress bar UV DESTROY : M3 update UV WINDOW : Rewrote automatic uv map selection code for better guesses WINDOW : fixed the layout overwrite bug WORKPLANE_CURSOR OFFSET : now has "justGoTo" feature, to replace modo's viewport.goto because it works on background layers as well. |
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2-11-07 update : (NEW SCRIPTS) EDGE SELECT BY NORMAL : This script is to select edges based off of how much of an angle they provide. The video describes it best. EXTRUDE ALONG PATH : This script is to extrude polys along arbitrary edge paths. ROTATE TO OR UNROTATE : This script is to take objects and unrotate them or rotate them to others or to duplicate onto others in one tool. SELECT_FLOOD TOGGLE : This script is to floodfill the the selection area underneath the mouse. It both selects and deselects. SELECT THAT MESH : This script is to select all the elements of the mesh underneath the mouse cursor, regardless of what layer it's in. UV DESTROY : This script is to delete all the UVs in the entire scene or just the current layer. WINDOW : This script is to popup a new window. Either a layout or regular window of your choice. WORKPLANE_OFFSET TO CURSOR : This script is to offset the workplane depth to the point in space under the cursor. Very handy. (SCRIPT UPDATES) 2D WORKPLANE : It now properly rounds the workplane angle to the nearest straight angle, so the workplane won't jump much now. :) ALIGN FIT : It now has a new feature, which is to align your object from a specific place TO the pivot point. I also put in a small layer ref fix. DESELECT MESH OR EDGE LOOP : The script's been optimized and is now much faster. EDGE SLICE OR ADD VERT : It now has a safety check if zero edges were selected MAKE POLYGON : It now ignores edges that aren't in the main layer MESHCLEANUP : M2 stopped my illegal poly deletion system from working. I put it back in. QUICK MIRROR : Script works in symmetry now. Added a vert merge option. Added a (select new polygons) option. QUICK PIPE : Now works with edges, so you can create a number of pipes at once and don't have to pay attention to selection orders. SUBPATCH_KEEPSEL : Big speedup SUPERTAUT : Big update: 1) : Added a number of planar taut tools. (the included video will describe them best) 2) : It now puts your selection back after the script is done 3) : It doesn't corrupt the next use of the element actr anymore. :) 4) : I fixed a small bug if you were doing a vert taut in symmetry mode. UNBEVEL : Small hack to get around a modo2 layer reference bug. |
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11-1-06 update : SUPERTAUT: Oops. The form's in the zip again. 10-31-06 update : CARD CREATION TOOLS : It now works on the mac. 10-29-06 update : (NEW SCRIPTS) CARD CREATION TOOLS : This is to import, edit, and export CARD FORMs using polygons. SO much easier than doing it by hand. :) COLLAPSE LAYERS : This is to collapse ALL the layers in the scene down into one. COLLAPSE SCENES : This is to collapse ALL the geometry in all the layers of the current scene(s) and collapse 'em into one new scene layer. DESELECT MESH OR EDGE LOOP : Hold your mouse over a mesh or edgeloop and it'll deselect it. Sooo handy. EDGE SLICE : This is to either do a (normal edge slice) or (add one vertex to the center of the edge) if only one is selected. LAZY SELECT MATERIAL : This is to select all the touching polygons that have the same material. Damn handy!!! QUICK MIRROR : (poly mode) = do an axis mirror. (vert or edge mode) = mirror the polys over the axis the selected verts or edge define. BUILD PIPE : Select a bunch of verts and it'll build a pipe along those verts. It uses the settings of the last used pipe tool for the polys/width. SELECT HARD EDGES : This will just select all the edges on your model that have edge weighting > 0.9. (SUPER UV TOOLS MAJOR UPDATE) Ok, holy cow this script got a lot of changes. Tons of bugfixes and a few new features. (NEW SUPER UV TOOLS FEATURES) 1 : GRAB/APPLY MATERIAL : Hold your mouse over a poly and it'll apply that material to your selected polys. Super handy!! 2 : DELETE UNUSED MATERIALS : It deletes all the materials in the scene that aren't assigned to any polys. (using poly masks, that is) 3 : UNROTATE : Unrotate your selected uvs. There's two tools here. One that pays attention to texture size and one that doesn't. 4 : UNRANDOMIZE : It moves all your uvs in whole units to the uv origin, so your uvs won't be any different but they won't be far away either. 5 : BATCH PEELER : It will run PEELER on all the edge rows that are selected. Super handy because it takes forever to do it manually. 6 : QUANTIZE : This will quantize your uvs. Damn handy to "snap" a texture to your grid. (ie, (0.445,0.23132) will snap to (0.5,0.25) ) 7 : CENTER UVS : This is to line up your uvs to any important sides, centers, or corners of the uv grid. (SUPER UV TOOLS BUG FIXES) 1 : The biggest fix is that my subroutine to determine uv groups would fail on cylinder objects because the uvs wrap around. ((!BIG FIX!)) 2 : The CLIP window's APPLY button is now fixed. (most people didn't know it existed though because they'd have to add it manually) 3 : I put in more '(' ')' fixes to get around the fact that modo inserts them into the material names, but they're not physically there. grrr. 4 : I had a lowercase bug that I fixed. 5 : On my superUVTools card, the flip UVs buttons didn't do anything and that's now fixed. 6 : I had a bug with uvFit that wouldn't work properly with the "center" anchor. 7 : With UV fit, I forgot to force modo to put you in the uv window, so if you were currently in the 3d view, it'd actually scale your mesh! oops! 8 : I fixed a Modo2 bug where planarAuto projection wasn't working properly anymore. 9 : UV projection along the Y axis is now flipped, because modo's Z axis is inverted and would thus give you upside down text. 10 : "Fit UVs and Keep Aspect Ratio" now works properly with the "center" anchor. 11 : Modo would crash if you would run "Load New Material" on a material that already existed. (BUG FIXES) BEVELITTLE : The script now remembers the old modo translation tools and the new modo translation tools (ie: transformMove, transformScale) FLATTEN : Modo2's symmetry slowdown bug is now attempted to be avoided. MAKE POLYGON : It now cancels itself if you had and single edges selected, so it won't generate any bad 2pt polys. PERFECT CIRCLE : Modo2's symmetry slowdown bug is now attempted to be avoided. REST ON GROUND : Modo2's symmetry slowdown bug is now attempted to be avoided. SMART QUAD STRIP : 1 : Remember, this script works off of edge extrusion, so I now cancel the script if the two verts selected don't define an actual edge. 2 : I reordered the layer reference command I'm using to get around a modo2 bug. 3 : I fixed the edge selection fail bug. STRETCH SNAP TO ZERO : 1 : I put in a stretch -100% if any of the stretches were below zero, but that never worked because of a M2 bug so it's now removed. 2 : It now works properly with the old xfrm.stretch tool and the two new modo2 stretch tools (Transform and TransformScale) SUPERCOPY : It had a M2 subD edge query bug that I fixed. SUPERTAUT : I removed some old select.symmetryAxis code. TRIPLE OR SPIN : The "poly fan triple" is now done properly so it'll work good on border edges now without creating junk polys. UNBEVEL : Modo2's symmetry slowdown bug is now attempted to be avoided. VIEWPORT DISPLAY TOGGLES : "toggleAll" now only puts the wireframe display back on if it was supposed to. |
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8-9-06 update :
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site and scripts made by
seneca menard