Googlo’s script works nicely!!! Thanks for the archive!!! I’ve uploaded a test image for showing you the result
Hi all!
I ve just tested a bit Googlo´s script (really nice btw) and found some bug.
Every time I deselect my object with applied script (with auto update on) by clicking anywhere in viewport some error pops up.
Thanks again to all guys involved You rocks!!
I attached a screen grab (I know shit about coding:thumbsdow )
Iker, Thanks.
Libor,
Yeah, that’s because the script requires the object you are editing to be selected while it’s doing it’s thing. When you unselect the object that you are working on while the script is running in auto update mode (particularly because it’s a continuing ‘live’ process), it can’t ‘see’ what it is assuming to be there i.e. the polyobject you had selected when you started that mode.
The script assumes that you won’t be selecting anything else (or deslecting the the current object while script is ‘activated’), this is generally true regardless if it’s in auto-update mode or not.
It’s just that auto-update mode is constantly checking the selected poly for changes, so if you leave that poly by deselecting it while it’s checking for it, suddenly it’s looking for something that’s not ‘there’ anymore. That’s why the error comes up as undefined.
First that all… great work…:buttrock:
I was Testing the script… and i see some important details to fix… for example … the selection…
Wolud be great select the vertex,edges,etc… usign the LW lines and not the Cage
i´m sorry but i dont remember who is the owner of this script… Please… if the owner read this…Scream!
googlo: I see:)
damesqlo: Yeah, the smooth polyline scripts still missing a lot of functionality but who knows, maybe in the near future these cool guys make it work:bounce:
@ damesqlo: hate to say this, but that’s not going to happen, with this version of Max, because that kind of stuff is located under the hood of Max, no scripter will be allowed there!
As far as I can remember even LW doesn’t do this! It will let you select more intuitive by clicking on the mesh, but the control vertex, is in the place were it should be, just like in Max, only no control cage in LW
Correct me if I’m wrong, though… Haven’t used LW in a while.
@googlo, you should also take a look at scripted plugins, to extend a Emesh mod, with your timing function, maybe. I also wonder why you aren’t using changehandlers, I think they were invented for this kinda thing and work more efficient then the timer… Look it up…
Cheers JHN
Googlo, here´s my little contribution – maybe for showing of your script usage;) Its the only way how I can help you – me just dump artist:p
Cheers!
Cool scripts! Thanks.
JHN, you CAN select points using the subpatch lines in Lightwave. I think they called em Phantom Points.
Originally posted by fez
JHN, you CAN select points using the subpatch lines in Lightwave. I think they called em Phantom Points.
Yeah, I stated that, but once you start editting the selected vertice, you get the control vertice right!? And the control vertice is not on the mesh, am I still right?
Cheers JHN
JHN,
Yeah, it was the first thing I was trying to use, but the idea of using timers has been more fluid witht more immediate control and less error prone logic for me in making the transition between the mesh changing and keeping track of what keys are pressed at that time (at least for things I’ve been doing right now, I’ve started to look into it more though), when a changehandler like one set to monitor topology is used, it signals a change at each moment the mesh is modified, even when the topology really hasn’t changed.
Like if you do an extrude, throughout the whole dragging part of the extrude, the changehandler ala the topology option is sending a message continuously that the topology is changing, the moment you stop dragging, it stops, and if you start dragging again, it sends out the change signal again. I am looking into a way of using it, like having the changehandler disable itself after one changehandle call… or on screenredraws. But things start to get buggy. The way mouse.buttonStates and mouse.mode work is a little different then because of it too (I think, I haven’t really thoroughly tested it yet though, I’m a bit learning it all as I go too).
I’ve still been exploring it though, it’s just that right now I’ve been adding some new features into the script that I think people here are going to like :), hopefully.
One idea is kind of experimental, I don’t know if it will be that useful though. I’m almost done though, and bleary eyed because of it
I also started to explore the possibility of turning all of this into a scripted modifier. I’m still pretty new to all of this though. I’ve only made one scripted plugin so far (unrelated to what has been happening here), I might reveal that one after all of this :).
Libor,
That’s totally cool man Make more things! :bounce: