greatveemon: I already reading some about it, but I’m more glad if someone gives me an answer and a little explanation than asking my matrix algebra…
@DenisT… How? Also will you look at my previous script I linked in this thread and recommend how to improve it. I would be happy with that if it cou…
Well, I would want the rendered view to update as the user manipulates the GUI dialog sliders, buttons, etc. But the rendered view wouldn’t need to b…
I was hoping there was a method via maxscript to create an extended viewport that would be like a dialog with an embedded camera window in it… where t…
@PolyTools3D… …well I did achieve this some time back– No one bothered to try and improve on it… maybe I’ll brush the dust off and have another lo…
Dang… I was hoping it was possible to make the camera window a child of the extended viewport window. what about via the C++ SDK, is it possible then…
You also need to check for explicit normals (i.e., Edit Normals Modifier).
You didn’t answer my first question… were any parts mirrored into place in LDRAW? Do any of those “offending” imported parts have negative scaling on…
Are any of those lego parts, mirrored in LDRAW, i.e., have negative scale part [-1,-1,-1] in 3ds Max (or does any axis have negative scaling)? Look a…
Excerpt from an older 3ds Max SDK Reference manual section “The Node and Object Offset Transformations”: To retrieve what is considered the local tr…
So are those offending parts modeled along the wrong axes?
Your coordinate transformation is correct (Basically a -90 degree rotation about the +X axis). My suggestion would be to try and create the smallest …
Are the ones that get messed up part of a hierarchy? Are you parsing/branching down the hierarchy while you do your coordinate transformation?
Check out these links: …the formulas in this link assume the circles are always at origin– but you could re-derive to allow other offset (a,b) c…