Notifications
Clear all

[Closed] Limited spline modifier access

Unfortunately, it seems that there is hardly any maxscript access to the edit and select spline modifiers. I’ve found threads going back to 2005 of people asking about getting knot selections, attaching, and welding with edit spline, but it looks like you have to work directly with the base object. Edit patch is very limited as well. Its pretty surprising, since it seems that nothing has been done about this for over 7 years now. Anyways, does anyone have any workarounds they could share?

The only workarounds I can think of, is making your own functions for reading values, by collapsing everything and putting the value to a variable, then undoing the collapse. So, you could get selections, but couldn’t set them. You could use this for getting the number of subobjects as well. The only way I can think of to set selections or attach anything on an edit spline modifier is to collapse, edit, and add a new modifier, but this would then be destructive to any of your other modifiers you had.

3 Replies

Buuuuuuump? Anyone?

but editing a spline any way would be destructive to other modifiers. could you show a scenario of what you want to do? you can always disable all modifiers above the base, jump on base, do any spline operations, enable modifiers, and notify the change.

Well one set of functions I’m working on right now is for copying and pasting vertex positions, which I have consistently working with edit poly, edit mesh, and edit patch, and I would like to have that same consistency with edit spline. And I don’t think the user would want to lose their stack of modifiers, just to move some vertices. That’s the whole point of having modifiers, is to be able to change them later, if you wanted. If the user added new spline geometry to the modifier, I’d like them to be able to keep those changes, before and after a function moves some vertices on that modifier.