And yes, using C++ SDK, is a lot of guess work :P, shaders and texmaps are in constant mutation, with little to no good samples (its one of the parts …
Out of the box, in the current release, it will not preserve normals, nor any mesh data channel (edge visibility, vc, uvs,…), when using operators tha…
Sure, you are right (and my bad sentence tried to say the same), only .dl? require a restart session, since you can’t unload and load the plugin when …
Well, “code” without closing max, is also a plus (I know we can do mxs without closing ). I already used alot of MCG tools in production (can’t share…
Everyone is invited :).
MaxPlus is also improved, and besides that it also as a .NET api, side effect of MCG. It could well be the new MaxSDK in the future, for C++ also.
The bottleneck is not on the operations inside MCG, since they run as native code (see my speed test on vector operations, compared to VEX and ICE), i…
And for those that may complain about not visualizing the result. ( slidertime = (random 1 100) a =dsVectorOps 100000 m = editable_mesh() setNum…
Just a small test, using a MCG mxs function (so avoiding any overheads of mesh conversions). VectorOperations 100000000 vectors (including the random …
Great, glad it word out. The Marshal class is used to “communicate” between the unmanaged world (pointer world) and the .NET managed one. In C#, most …
Ok, from the C++ SDK, this are trully float pointers, so to make them useful in C#, you can convert the IntPtr to a float array. var lens = new floa…
You will probably need to Marshal those pointers into a .NET wrapper. But from my experience, not all the C++ SDK Classes have been fully ported to Au…
A quick test and just removing the last part of the script (outside the function) solve it…
You can run python only as stated in the docs, there is no “headless” mode as in maya, where you can run python scripts using the “normal” python inte…
Here is the source with the modification. Best regards, Daniel