Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

Cloned objects still sharing single material
show user profile  Tiernansm
Im sure this is possible, but I cant seem to do this task in the way that would be most time effective.
Here is what Im dealing with.

-I have a character that is textured and ready for use.

-I made hundreds of copies of the character for a mass group.

-They all look the same, but I have already prepared a variety of .png images with different outfits for them.

-For testing purposes I would always just modify the actual .png image in my image editor then save it and see how it looked in max.

-Now I want each character to have a 'unique' filepath to the different saved .png images so I can have different outfits for each of them.

The problem seems to be that I am unable to make the characters unique, whatever changes I make to one always affects the rest, and they always share the same filepath.

Is there a way I can make a copy of the character, then just change the filepaths for that one specific character without having to go to the trouble of deleting all the materials and starting from scratch each time?

Doing this hundreds of times I need the shortest most effective route possible and it seems to me if I can just make them unique and then alter the actual filepath would be the best method.

I hope I explained myself well, thank you.
read 285 times
10/4/2011 8:03:34 AM (last edit: 10/4/2011 8:03:34 AM)
show user profile  Garp
From what you're saying it seems that all your characters share the same material. So every time you change a map in it, all the models to which that material is applied are affected.

Try this:


Supposing that all your maps are named tex001.jpg, tex002.jpg, etc and that they are in c:\some_folder, select all your characters and run the script. It will create a new material for each and use a different texture each time. If there are more characters than textures, the script will reuse them.
Should be fairly simple to adapt.



read 278 times
10/4/2011 8:56:15 AM (last edit: 10/4/2011 9:17:31 AM)
show user profile  Tiernansm
This answer goes above and beyond what I expected. I tried it out, and it worked without a hitch. Thanks Garp, I was really in a bind here and assumed there would have been an easier way to do this without having to write a script, but this makes it certainly workable now.

I hope one day I can return the favor, thanks again Garp :D
read 259 times
10/4/2011 12:36:45 PM (last edit: 10/4/2011 12:36:45 PM)
show user profile  Garp
Glad it helped.
(and worked!)




read 247 times
10/4/2011 4:23:13 PM (last edit: 10/4/2011 4:23:13 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org