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Author Topic: Kubajzz's toolbox  (Read 31900 times)

Kubajzz

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Re: Kubajzz's toolbox
« Reply #30 on: October 21, 2008, 08:21:27 am »

Yes, I've read you laptop works now... Congratulations!

Quote from: headwax
I am even able to spell your name now :)

haha, you're a genius!!!
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floyd86

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Re: Kubajzz's toolbox
« Reply #31 on: October 22, 2008, 04:08:08 pm »

Many Thanks Kubbajzz

I am even able to spell your name now :)

Now I can get anim8or to run on my laptop I will be abnle to try them out. The join two points and cut face tool looks very handy.

This last one will be great for morphs - and go nicely with morph envy.

cheers and thanjks again

headwax

Hahah, it seems that you still spelled it wrong (it's with 1 'b'  ;D).

Great script kubajzz, (<-- like that headwax  ;)) great to 'dirt-up' models like stones or other models that need to look like they had a beating  :D. many thanks

almost cool

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Re: Kubajzz's toolbox
« Reply #32 on: October 27, 2008, 06:10:53 pm »

Well it was handy for my earthen tunnel.Also for abstract work.

Francesco

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Re: Kubajzz's toolbox
« Reply #33 on: November 01, 2008, 11:17:04 pm »

Just downloaded the whole package, I seriously need it if I want to use Anim8or at best, this stuff is a must.
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3Dgeek11

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Re: Kubajzz's toolbox
« Reply #34 on: November 04, 2008, 08:44:44 am »

Here's a suggestion. How about Steve putting a bundle of all the "must have"s scripts? And putting it on the main site? And updating it regularly every release of course.

I just downloaded all of them, Kubajzz! They look awesome!!!!! :D (I don't normally use that many smilies, but in this case, it's needed! :D )

Keep it up!
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floyd86

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Re: Kubajzz's toolbox
« Reply #35 on: November 04, 2008, 12:06:30 pm »

Here's a suggestion. How about Steve putting a bundle of all the "must have"s scripts? And putting it on the main site? And updating it regularly every release of course.

I just downloaded all of them, Kubajzz! They look awesome!!!!! :D (I don't normally use that many smilies, but in this case, it's needed! :D )

Keep it up!

Good idea, the scriptpage really needs to be update. There so much scripts that are helpfull.
Here is a .zip files with all my scripts, might be helpfull to people who don't have them. Have fun!

Kubajzz

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Re: Kubajzz's toolbox
« Reply #36 on: November 09, 2008, 01:25:57 pm »

Yay, thanks guys :) I appreciate your feedback.

Here is one more plugin, this time it's something for all those game-makers in the Anim8or community: poly-reducer plugin.

Select one triangulated mesh and run the script. As far as I know triangulated meshes are usually used in the 3D-games industry, but you may need the Triangulation plugin by Claude and Un-triangulation plugin by NickE.

Create an attribute called "reducer" to specify the amount of reduction in percent. The default value is 25, you can enter anything between 1 (slight reduction) and 95 (maximum reduction).

Although I tried hard to optimize the algorithm, this script works very slow, it takes about 5-10 minutes to reduce a 1000 poly mesh... If you work with very complex models (3000+ polys), the script execution will probably take too long and I recommend using an external tool. You can abort the script during the execution by creating an attribute called "stop".

The script saves the materials and UV coordinates, but you'll probably have to redo the texturing anyway since the script changes the whole structure of your mesh.

Ok, that's all you need to know :) The script file and demo image are attached below.
« Last Edit: December 15, 2008, 05:32:28 pm by Kubajzz »
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Kubajzz

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Re: Kubajzz's toolbox
« Reply #37 on: December 15, 2008, 05:33:37 pm »

I updated my post above with a new version of the PolyReducer plugin, it now keeps the materials and UV coords.
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captaindrewi

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Re: Kubajzz's toolbox
« Reply #38 on: November 17, 2011, 02:14:35 pm »

hi kubjazz
i really love this script and find it massively useful but often i want it to stop before it ends because with a complex mesh it goes on for rather lengthy times beyond where i would like the mesh to go.
it would be useful at times to just have miniscule distortions.
 is there a way it could be stopped by pressing a key?

sorry forgot to mention i'm referring to the 'deform' script :)
« Last Edit: November 18, 2011, 01:27:07 pm by captaindrewi »
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Arik_the_Red

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Re: Kubajzz's toolbox
« Reply #39 on: December 24, 2011, 04:26:30 am »

Does anyone know what became of Kubajzz? Hasn't logged in for nearly a year :(
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$imon

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Re: Kubajzz's toolbox
« Reply #40 on: December 24, 2011, 08:41:41 am »

I think he's just busy snowboarding at the moment :) no worries! I'm sure he'll be back sometimes..
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captaindrewi

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Re: Kubajzz's toolbox
« Reply #41 on: December 24, 2011, 06:15:34 pm »

i may have even asked this question before re deform script..as i have just realised there are attributes that can be adjusted.....i seem to have a feint memory of this now.
though a problem seems to exist when you attempt a sub division of the deformed mesh..again i think i may have encountered this problem before and found a solution but cant remember what...possibly by saving and re importing.
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