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Notes modifier
show user profile  Garp
It's the simple possible modifier as it does nothing to the object.
It just lets you add a bit of text where it's immediately visible and accessible: in the stack.
Useful when you want to specify things like don't turbosmooth this object or why that object should inherit only rotations around Z.

Just save this in one of your startup folders:


It can be moved up and down the stack, renamed, instanced, etc.
Tested in max 9 32-bit and max 2012 64-bit, so it should work fine for versions in between.



read 387 times
11/11/2011 1:03:03 AM (last edit: 11/11/2011 1:07:33 AM)
show user profile  soontekk
Massive mate, i've often wondered why they don't include the possibility to add notes to a file
Even for your own files where you can put reminders on how you did things or how to change stuff.
Cheers for that.

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /


read 342 times
11/11/2011 7:08:17 PM (last edit: 11/11/2011 7:08:17 PM)
show user profile  Garp
Thanks, soontekk :)
I was starting to think that nobody used post-it notes anymore.




read 328 times
11/11/2011 8:37:06 PM (last edit: 11/11/2011 8:37:06 PM)
show user profile  reeves1984
Pretty sure you could before at least, there used to be a command under file to add scene notes that popped up when you opened the scene?

Or am I thinking of something else? I don't think I am though.


--
Simon Reeves


www.simonreeves.com - VFX Artist & Blog
twitter


www.analogstudio.co.uk <-- I work here

read 316 times
11/11/2011 10:15:00 PM (last edit: 11/11/2011 10:15:00 PM)
show user profile  DannyMax
reeves your right there is or used to be that function not sure if its still there , still thats a cool script Garp :) thanks




read 310 times
11/11/2011 10:45:15 PM (last edit: 11/11/2011 10:45:15 PM)
show user profile  Garp
I thought so too but couldn't find how.
All I've seen about adding comments involved custom attributes, globals or even persistent globals. Seemed a lot of fuss for just a bit of text.
With the empty modifier, it's right there and it has virtually no memory footprint (1 byte per character).
I can see how this could be useful for team work too, sending scene with tips about a rig and whatnot. Or just leaving clues to myself for when I reopen the scene a couple of months later. I used to waste quite some time trying to figure why I did things the way I did.




read 299 times
11/12/2011 8:00:18 AM (last edit: 11/12/2011 8:00:18 AM)
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