This simple tool allows you to detach Editable Poly and Editable Mesh objects in a specific way.
Script
DetachPlus
By barigazy · Credited author: Branko Živković · 2019-11-17
- Version
- 1.5
- Version requirement
- 2020+
- Date updated
- 2022-07-11
- Votes
- 7
Description
Additional Info
Attachments
- bga_detachplus_v1.5_max2022.ms — bga_detachplus_v1.5_max2022.ms11 KB
- bga_detachplus_v1.5_max2023.ms — bga_detachplus_v1.5_max2023.ms11 KB
Tags: Editable Poly, material ID, detach, Elements
Comments (23)
Theobarbosa · 2023-10-25
Awesome script! For those want to make a button to speed it up the everyday use, here is a nice tutorial: https://www.youtube.com/watch?v=U2KgYYJ6yiI
Theobarbosa · 2023-10-25
Awesome script! For those want to make a button to speed it up the everyday use, here is a nice tutorial: https://www.youtube.com/watch?v=U2KgYYJ6yiI
barigazy · 2022-07-11
The script is updated to version 1.5
- bga_detachplus_v1.5_max2022 works with max2023 and versions before max2023
- bga_detachplus_v1.5_max2023 works only with max2023 and future versions of 3dsmax
bugmenot · 2022-07-15
beautiful work my friend. as you can imagine sometimes editable poly mode will break the geometry of meshes with islands or windows without support loops. now with working editable meshes this is so powerful. Only nice to have would be distribution in mcr format though i've adapted that for myself already. great work!
barigazy · 2022-07-16
thanks man
yes, max recalculate geometry every time when detach or delete some polygones.
This ruins existing normals on the borders, and also leave multimaterial even on elements with single face ID.
With this tool that problem is solved.
Editable Mesh not working
bugmenot · 2022-06-23
Hi, excellent script.
I notice in changelogs you say editable mesh is now supported but i've tried both downloads and it errors out on editable meshes.
Settings are 'By Material ID', Randomize Color, Centralize Pivot, Detach MultiMtl:
---------------------------
MAXScript Rollout Handler Exception
---------------------------
-- Unknown property: "selectByMaterial" in $amhouse_15
---------------------------
OK
---------------------------
line 58
Multiple objects
dmitrybelonosov · 2020-04-14
Good afternoon! Thank you, cool tool! Is it possible to process multiple objects at once together?
barigazy · 2021-05-12
@dmitrybelonosov
I avoid to use detach operation for multiple objects because of performance
Theobarbosa · 2020-03-15
Hi, how can I find button to add in my toolbar?
Theobarbosa · 2020-03-15
Awesome job! How can I add mesh to options? I can´t turn to poly, will crack my model.
barigazy · 2021-05-12
@Theobarbosa
Just added. Check out update 1.2
I added macro version "bga_macro_detachplus_v1.2.ms"
Drag and drop in viewport and you can find it in bgaTools category
Fix bounding box + Force instancing
igamaximus · 2019-12-10
Branko,
Thank you for your fantastic work on this tool.
Would it possible to add 2 more magic checkboxes named "Force instancing" and "Fix bounding box"? If these 2 would be checked, at detach phase, the script would check if some of detached objects (elements) are the same, and if they are, these would be turned to instances with fixed (aligned) bounding boxes. No problem if this phase would take some more time to calculate, it would save huge amount of manual work if this would be doable, making it simply the most complete detacher anywhere.
barigazy · 2021-05-12
@igamaximus
Then this script would be commercial for now I'm just doing it for free because I'm busy with other things
todor · 2019-12-02
Works good, thank you :)
barigazy · 2019-12-02
This is the version that you want
- detach by material ID by default and all checkboxes on
- detached object will have only material name
Attachments
- bga_detachplus_v1.1a.ms — bga_detachplus_v1.1a.ms5.2 KB
Just epic!
1rv · 2019-12-05
Simply epic!
1rv · 2019-12-01
Many thanks! It worked.
P.S. What should I change to make "by material id" option + all combo boxes checked by default?
barigazy · 2019-11-27
Just change line 19
obj.name = substituteString obj.name "part" (obj.mat[id].name+"_")
if you want only material name without unique number then
obj.name = obj.mat[id].name
or if you want to add unique number at the end then
obj.name = uniquename obj.mat[id].name
1rv · 2019-11-25
'Object Name_Material Name_Unique Number' naming convention is problematic
Could you throw away 'Object Name_' please?
1rv · 2019-11-24
It's a pity one could plus only once :)
Thank you
1rv · 2019-11-22
There's one problem:
After detaching, could the meshes be named by their materials (not Model_partXXX...)
Thank you
barigazy · 2019-11-24
Update 1.1 requested by 1rv
1rv · 2019-11-18
The life saver! Absolutely the best detacher. Many thanks Barigazi!
