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Can you make 3D Studio Max 8 warn you when you dettach a part of a mesh and...

Started by March 31, 2009 09:28 PM
3 comments, last by ryguy4377 15 years, 8 months ago
Can you make 3D Studio Max 8 warn you when you dettach a part of a mesh and type in a name that already exists? It just renames it instead. Not that I can't be bothered renaming (again) the renamed extirpated pieces, but it would speed up things a lot for me.
At present I don't know of a way of doing this other than writing a custom Max Script. Another option is to copy and paste the name and manually incriment the number, but this isn't much more efficient than what you're probably already doing.
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No, there is no way. Besides, I don't see what the point of having an object of the same name be in your project. That just simply doesn't make sense. It doesn't in programming either... in all languages I know you can't have a variable of the same name as a different type. Pretty similar concept here. The overall answer again is now. I don't personally even bother with names, it's a waste of time to me unless you have hundreds or thousands of objects in the scene.
I don't want to have multiple objects with the same name, it's just that when renaming them I might call one Door 8, and the next one Table 0, 1, 2...30 and when I'm going to name another door I don't remember if the last one was 7 or 6 or 9 or 8 and so I might name it Door 8 and max won't even tell me there was a Door 8 already.

By the way, I have to do that because my game engine expects some objects to be named in certain way, so I have to name all rooms "Room {number}" and all doors "Door {number_of_room_A} {number_of_room_B}".
What I'd suggest would be a combination of naming each object just 'table' or 'door' without any numbers, then writing a quick script to scan over the scene and automatically number things for you once you're ready to export.

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