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[Closed] UIAccessor with Bevel Profile modifier,
Oct 15, 2012 3:41 pm
(
/*
--------------------------------------------
Generic UIAccessor function
--------------------------------------------
*/
fn UiButtonPress mainName buttonName indexOfButton =
(
local validButtonWindow = windows.getChildHWND #max mainName
if ( validButtonWindow != undefined) do
(
local buttons = windows.getChildHWND (UIAccessor.GetParentWindow validButtonWindow[1]) buttonName
if ( buttons != undefined ) then
(
if (indexOfButton > buttons.count) then
(
print "Invalid button index provided for UiButtonPress function."
)
else
(
UIAccessor.PressButton buttons[indexOfButton]
)
)
)
)
/* Create a rectangle */
local ourTestObject = rectangle pos:[0,0,0] width: 100 length: 100 wirecolor:green
addModifier ourTestObject (Bevel_Profile Produce_Mapping_Coords:1)
/* Create another shape to potentially use as a shape for the bevel */
local ourTestProfile = circle radius: 20 pos: [0,(ourTestObject.max - ourTestObject.min)[2], 0]
select ourTestObject
max modify mode
modPanel.setCurrentObject ourTestObject.modifiers[ourTestObject.modifiers.count]
/* Now the main object should be selected, and the "Pick Profile" button will be pressed */
UiButtonPress "Bevel Profile" "Pick Profile" 1
)
Unforutanetly, Max 2010 Maxscript documentation states that with the Bevel Profile modifier,
There is no way to set the Profile shape using MAXScript in 3ds Max.
I say nay! :) It is not critical that I use this for the tool I'm working. However, just throwing this out there before I move to another method to accomplish this task.
UIAccessor presses the correct button for me, so the pick is the only remaining part. Anyone ever simulate a click event?
I was thinking possibly doing something with the Windows API and clicking but not sure if there’s another, more useful method.
1 Reply
Oct 15, 2012 3:41 pm
i showed in this forum how to simulate a mouse button click in a viewport.