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[Closed] Scripted plugin accessing vertex selection

Hi,

Before I venture upon the oh-so lengthly voyage of digging into the maxscipt documentation (docs are good, i am not), I thought I’d ask here first:

I want to make a scripted modifier that takes a vertex selection at the top of the stack and grows it, but as a soft selection – making it fall off towards a set distance.

Is this possible to do with a scripted modifier?

Thanks,
Rune

2 Replies

It might be possible but it certainly won’t be easy. You would need a modifier plugin (not a simplemod) and extend an Edit_Poly or Poly_Select. If I remember correctly, extending a Poly_Select and applying the resulting scripted modifier to an object causes max to crash. Another problem is that when you extend a modifier (eg. Edit_Poly) and choose to “replaceUI:true” you loose the subobject selection buttons. The subobject items in the stack tree will always disappear even with replaceUI:false. This obviously makes it impossible for a user to apply a modifier onto the selected subobject level. You could force the subobjectlevel to 1 from your plugin, but I have no idea if that works.

Ignoring all this, I’m not even sure if you can select a bunch of vertices from within an extended Edit_Poly modifier… I suppose you’d need something in the line of this.Edit_Poly.SetSelection #Vertex but I honestly don’t think that’ll work…

I gave up on scripted modifiers some time ago simply because I thought they were too limited. Things might have changed in this regard though, so I might be missing something. Hopefully someone with more current info will be able to help you out.

Cheers,
Martijn

Hi Martijn,

Thanks a lot for answering. This sounds a bit too much for me at the moment, so I think I will find a workaround instead using the existing modifiers in 3ds max.

Cheers,
Rune