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[Closed] Panic! is it possible to copy modifiers with all data?

To my dispair I have not found a way to copy a modifier from object to object.
Yes of course you can “move” a modifier to another object, but it will loose the data. In the max viewport you can however copy the modifiers and maintain the data. Is there a way to do this with maxScript?

Try this:

  • Create an object, then copy it so you have 2 identical
  • create an edit_poly modifier and extrude some faces on one object.
  • Now you drag this modifier from the stack to the other object

As you see the other object will now have extrusions as well.

Is this possible with maxScript?

I have tried this:

mod=box01.modifiers[1]
addModifiers box02 mod

This will apply the modifier on the other box with the same settings but the extrusions are gone

/Andreas

4 Replies

hi,
i tried this a while ago using many different methods (instancing, copying ect…) nothing seems to work with the edit_poly modifier – i posted the question at the discreet weboards and still no reply – hmmmmmm i wonder is it possible i would also love to know

mark

Seems that the only info not copied is mesh data(selections of faces/vertices… and operations/transforms with them).It will force you to do a manual copy of it :?!. Strange since it is supported within the ui. Bobo? 8)

This is very problematic since alot of modifiers won’t work like this
For example, vertex paint, edit_poly, poly selections, skinning etc.

Pff, I wonder if it is possible to write a copy modifier function in c++. It is quite important.
/Andreas

I added a post then I realized that I was wrong and what I was doing in my script was much more complicated. But I do not see how to delete it. So…

The only way I could see doing this in script is to use a mesh select and an extrude modifier. Then save and load the selection sets. I have tried this and SOMETIMES it works but I could be crazy…

ModifierHolder = copy ObjectName.modifiers[index of modifier]

then

Addmodifier ObjectName ModifierHolder

-Paul