Look at Larry Minton’s (and others) examples in the 3ds Max SDK. There’s also a tutorial for creating a .dlx in the SDK.
Use an Edit_Normals modifier to make/retain custom normal changes.
You could try this: Device Console (Devcon.exe) Commands – Devcon Disable
What about checking for a running Wacom process or service?
Thanks! I didn’t understand/realize that if the MNNormalSpec pointer returns NULL that I could simply then call nspec = poly->SpecifyNormals(); A…
Hmm… the RVertex class member for MNMesh is private– and I cannot find anyway to access it to use smoothing group data for vertex normals. Looks li…
Thanks Jorge for your help… I think I am going to abandon exporting vertex colors. While I think I could sort out my remaining issues [with the help …
Ok… after another deep-dive into the SDK I finally got the crashing to stop. But the results are still not correct. The corrected method looks like …
Well, it crashed after getting to the vertex colors method… so time to build a hybrid plugin and debug. UPDATE: Ok… so during a debug session exporti…
Following @Klvnk’s vertex normals example… I think I’ve figured it out… (in my opinion the SDK does a horrible job at explaining these details): Tab…
Hmm… it seems UVVert *mapVerts and TVFace *mapFaces are not related– and by that I mean, I don’t seem to find methods to iterate through the vertex c…
…so “raw” vertex colors are considered mapVerts?
Hmm… maybe it would be easier to convert it to an IGameMesh (…which seems to have made accessing these mesh properties much easier) and just include t…
SDK method… not Maxscript.