Do note though, if you have two or more objects with the same texture applied, then you’ll have two objects named the same after your process, which i…
Thanks Denis, the part I was missing was making that virtual target, now works like a charm. Neil
You can also use my splineManager tool: Neil
That’s what I needed, thank you very much! Neil
denisT: second – to get an inode handle is much slower than anim handle. Perhaps, but I just did a test and the inode handle returned to me in le…
But if you do sOldHandle = $*.count, wouldn’t that pick up any stragglers? Seems to work for me, even when I use pflow (and may I say, I so hate that …
Oh, I was going to do that anyways just to be sure (check all the objects for the maximum handle value), but otherwise that seems to be the fastest me…
It’s not the merge, its def the comparison. But I was using a different method than finditem, maybe that was the issue. Either way, the handle idea se…
That is brilliant Dave. Didn’t know handles even existed. Thanks so much. Neil
Selecting won’t work, as if you merge in an object that exists on a hidden layer, the moment it merges it in deselects the object. So I’ll have to do …
Damn. Well, the comparing the scene is a bad idea, because if I have 10,000 objects in the scene, the comparison takes approx 10,000×10,000 operations…