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[Closed] setVert and Meshsmooth problem, help pls

Hi everybody,

I’m trying to move vertex in Meshsmooth SubObject mode with no success.
For example, let’s have EPoly object with 50 vertices.
After meshsmoothing I’ll get for example 150 verts.

When VERTEX_NUM <=50 this one is working perfectly :

polyop.setVert $ VERTEX_NUM [x,y,z]

That’s fine, but when VERTEX_NUM is >50 I get an error message:

– Runtime error: EPoly vertex index out of range: < 1 or > 50: 100

I think, this is because “setVert” operates on baseobject, which is EPoly.
Is there a way how to move “meshsmoothed” vertices, without collapsing stack ?

Thank you,
-Squall

3 Replies

No one can help me ? :hmm:

I tried all the possible and impossible things with no significant results.

Thanks for reading,
-Squall

Hi,

Yes it’s because you’re still working on the base mesh.

Either select the modifier manually or use these lines:

This will give you the top mod:
selObj.modifiers[1]

This will select the modifier’s current name (if you renamed it for instance):
selObj.modifiers[#meshmod]

This will select the modifier’s original name (the modifer type):
selObj.modifiers[“MeshSmooth”]

selObj is the current object… selObj = selection[1] for instance.
With MeshSmooth selected you can get the sub-d’ed mesh to work your magic on

-Rens

Hi Rens,

thanks for reply. Did you tried it ?
I have had meshsmooth selected and subobject level button pressed with control level set to 1.

I also tried this one :

polyop.setVert $.modifiers[1] VERTEX_NUM [x,y,z]
– Runtime error: EPoly operation on non-Editable Poly: meshsmooth:MeshSmooth

and this one :

meshop.setVert $.modifiers[1] VERTEX_NUM [x,y,z]
– Unable to convert: meshsmooth:MeshSmooth to type: Mesh

I’m not sure, if it is possible at all. Maybe I’m doing something wrong.

Just to explain what I want to do:
I find that ZBrush is very handy tool. But what if I want to animate ZBrush object in Max ? It consist of millions of faces !
It would be nice to have lowpoly object in Max. You can assign bones to it and then at the top of stack add “reconstructed” meshsmooth modifier.
Each iteration of meshsmooth modifier will match to ZBrush’s appropriate subdiv level. Thus you can have fast viewport reaction in Max, less work with bones, and there is no need to use displace maps.
Why not displace maps ? If you want to use some sort of cloth simulation you’ll ask for problems with intersections.

This is my personal opinion and I don’t want to touch ZBrush users or anyone else. If anyone have an idea how to do that, please share it with us.

Thanks,
-Squall