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[Closed] virtual viewport

Hey,

I am trying to find out if anybody knows a way to access the virtual view port in max through max script…
I want to create a simple dialog that will have 3 sliders – zoom in, x, y.
I would like to link the parameters for that to my dialog,

Cheers,

Asa

10 Replies

Hi Asa, i have the same question with you…
so, i wil watch this thread

misunderstood the OP, moving on

i want 3d viewport in a rollout floater, it’s like cartoon car rig that Yassine4D does.
can anyone tell me how to do that in MXS?

AsaMovshovitz: I don’t think there is access to the virtual viewport.
For the curious – the ‘virtual viewport’ is an option that becomes available when you use OpenGL (maybe it’s in Direct3D nowadays as well), where the viewport display becomes a sub-region of a full viewport. I’ve never used it, but it’s got its uses.

anggahenggara: Different question, actually – you just want to make something in a rollout that shows a viewport?
Unfortunately you can’t actually create your own full-on viewport (you could try, somewhat, but it’d be a lot of work) but you can use something like this to continually keep a viewport representation in a viewport:


-- function to set a bitmap control's bitmap to the currently active viewport image
-- does not retain aspect
fn setViewportBmp bmpControl = (
	viewportDib = gw.getViewportDIB()
	copy viewportDib bmpControl.bitmap
	bmpControl.bitmap = bmpControl.bitmap
)

rollout test "test" (
	bitmap bmp_viewport
	
	on test open do (
		bmp_viewport.bitmap = bitmap bmp_viewport.width bmp_viewport.height
	)
)
createDialog test
callbacks.removeScripts id:#test
callbacks.addScript #viewportChange "setViewportBmp test.bmp_viewport" id:#test

Can fancy that up in all manner of ways.

wow it’s little bit approach to what i want, but i want able to select objects in rollout-viewport and able to rotate view in rollout.Is it possible?

1 Reply
(@zeboxx2)
Joined: 11 months ago

Posts: 0

Only with a lot of work, I’m afraid.

Basically you could start out with something like an imgTag, record mouse clicks in that, project that to normal viewport coordinates, create a ray based on that, run an intersectRay, and select the intersected geometry.

Like I said – a lot of work A full interactive viewport – like you have in the main max interface – can’t be added to your own dialogs.

thanks ZeBoxx for helping me.

I tried the code use max 8, but I get nothing in the virtual viewport , whats the matter?

ok, it work now
but still I have a question can display the animation in the virtual viewport just like in max viewport

nicely said ZeBoxx2 .thanks you