I hope you realize that MEL has never worked in 3ds Max, no matter what version :shrug:
There is a known bug somewhere deep in PFlow which prevents a newly script-created system from generating particles unless the scene is saved and then…
*Take the Looking Direction (the axis of the cone) as Vector1 and normalize it. Typically it would be something like the -Z axis or something like tha…
MAXScript is expression-based, so using intermediate variables to store the various stages of calculations, while allowed and possible, are not always…
JHN: dontcollect why wasn’t I told, nobody mentioned it, I’ve been mxs’ing for years now… Nice one, I love how these little gems show up every no…
Since you are trying to store actual object instances, your best bet is a PERSISTENT GLOBAL variable (with a very long unique name to avoid collisions…
Not sure why you couldn’t – what do you get when you try? There are two approaches here – you can store the actual instance of the shadow generator, …
Here is a quick test for saving appData in the scene Root: resetMaxFile #noprompt setAppData TrackViewNodes 20100803 “Testing 123” getAppData TrackVi…
There are so many ways to do it, I am not even sure where to start Obviously, you can create a scene object and store the data in either a dedicated…
exampleVar = “Fred” result = queryBox (“Oh my!, it seams as if “+exampleVar as string+” has been sleeping with your wife. Is this OK?”) title:”OMG!…
There is no way to know how many vertices correspond to a mapping vert, or the other way round. All you can find is what map faces reference that map …
I tried to benchmark all these expressions while using about 10,000 objects and ALL code executed in about 550 ms, +/- 10 ms. So I don’t think either …
There were of course at least two typos in the code – the == after the IF was just =, and the particleTestTime was missing the period after the pCont…
Which was exactly the point and why I did not want to post any real code
You are over-complicating things. All you need is: *Get the Normal in world space. *Get the two vertices, build a vector in world space. *Cross-Produ…