Scripting

[MaxScript] Texture Divider

[MaxScript] Character Pipeline Tool

- Working as a Pipeline for Character Data
- Procedural Tool From ModelingMesh data To Fully Auto-Skinned Exporting Data
- Supporting Preview Rendering Images for Characters
- Full Sync Severdata to Local & Upload it for Sharing
- Essencial Tool for the Properation of Massive Character Data

--> Reference_Rig : merging preset Rigging data for selected tribe and gender
--> Skinning : automatically skinning on character modeling data with reference_rig
--> SaveOut : saving out each character parts into single max file with only skinned bones
--> Upload : saving out character parts data directly to specific network folder based on naming rule
--> Export : activating FBXexporter to extract final fbx data for max files

[MaxScript] MaterialReLinker

- Setting Max data into Relative Path
- Tracking down any missing, disconnected Textures
- Automatically Setting Max material(diffuse, normal)

--> AutoMateral : searching and assinging textures to material with naming rules
--> PathToMyLocal : searching textures from users' local drive based on relative path
--> RelativePath : setting up current file to relative path
--> CheckLinks : looking for any used, missing, absolute path data to fix their links


[MaxScript] SecondaryAnimationTool
- To help Secondary Animation such as Tail, Skirt, Hair movement
- Based on Max Spring Controller System
- Supporting Detail Options to abjust the Sping Setup Motion

[MaxScript] CharaterPartsTool
- Extracting Character Parts from one Max file based on Node structure
- Setting Multi-Material ID Automatically
- Easy to use Step by Step without any previous knowledge

[MaxScript] FBX exporter
- Exporting by Multi FileFormat
- User selected Option(files or folders)



[MaxScript] SkinTools

- Copying Skinning value from Skinned one to Non-Skinned mesh
- Automatically setting up the list of Bones
- Supporting Two different ways of Skinning Mesh(skinwar / skincopy)






[MaxScript] DeformTool

- Morphing Archetype Character Mesh to different Type Character Mesh
- Working based on Dummy Deform-Shaped Preset from Artists
- Easy to Start working on Different Type of Character Mesh



[Python] Patch Structure of Modeling Data Folder

- Re-Arranging Created Modeling Data depanding on its Usage
- Renaming All the Asset include related Textures based on New Naming Rules
- Finding & Fixing any Data unfollowed Naming Rules
- Based on Hardcorded Naming Rules