…getting there. I found the custom controls section in the SDK… which has been helpful to read. One thing I can’t find to do though, is how to setup…
@Klunk-1… it does compile. However, the dialog initially pops up with: “Export Segment” unchecked To field showing: 0 (appearing normal but disabl…
@Klunk-1 – I will certainly give this a try today. Thank you all so much for the help! One thing I was wondering is… should I create a pointer varia…
@Klunk-1 and @denisT – the below code is what I currently have… I’ve not made any changes yet… still need to look at Klunk’s snippets more closely: s…
@denisT – yes, C++ SDK. And I have the CustEdit boxes and spinners initially disabled in the resource editor. I basically copied the spinner set up …
So your animators never need to make an animation preview before exporting to FBX?
Try to render your animation. Does it render properly?
you can save “when” change handlers in the scene by assigning it to a persistent global variable. But this will fire and put a key on every frame. L…
I don’t see any attached screeshot– and are you trying to test on objects that have skin modifier? If so, then carefully re-read what Denis wrote ea…
denisT: this has to work for all maxobjects: nodes, ca, modifiers, materials, controllers, … technically the function needs a foolproof… but a ‘fool…
Wierd… :curious: The functions work properly when you test a single object, but in the following code: ( for obj in selection do ( if ( isModifi…
Ok… so here are the two functions you will need (this was my approach… I’m sure there are plenty of other, more professional, ways to do this). funct…
@DenisT – O.k., I’m working on it.
@DenisT – yes, as I understood it… Kredka is wanting a script to run on a selection of objects that will remove all the objects from the selection tha…