well, the question would be what is faster, attachment controller, or script controller
Wouldn’t it be easier to get the face and attach the object via attachment constraint (which you can also do via script as well)?
Wow, cool stuff! Would it be possible to release the code for learning? Maybe the source code for the API you have there as well? Would really appreci…
Heh, neat stuff! It is a bit too fast for the first levels though I think. How about pacman now:)
Ah, the tool to smack animators on a distance:D I do recall the talk we had about that:P Good stuff, but I do get a broken link atm. Deffinately want …
Even more basic would be having a listbox with functions to display stuff from the folders:) Really hacky, might not be the best way visually, but it …
Ah, ok, gues I missed the fact that it was the slider object:) Yea, in this case you do need to use the Script controller as you described earlier, Ze…
Here you go, this should do the trick.[b][b] rollout New “New” ( slider Slider01 “This is the slider” orient:#horizontal range:[0,1,0] ticks:0 on Sli…
Disagree, the easiest way is to set the event handler which is specifically made for the change of values on the spinners/sliders: Sph = sphere() roll…
Well, to be honest, I haven’t even found a way to script the shortcut keys in 3DsMax. The only way you can assign a key on a keyboard to do a function…
Yea, but this guy’s script uses case of condition which simply checks which is selected, not the amount of times the button is pressed. I beleive MaxS…
Yea, I can deffinately see what you are getting at. But I would rather blame the engine processing on that rather then the poly count. It seems that t…
Well to be honest with you, I do not agree. Uncharted is a really nice looking game, and they use plenty of awsome set-ups for the deformation issues….
To quote Richard Diamant from his interview from here “All of the main characters are in the 25k to 30k range. The pirates and other secondary charact…
Well depends which skinning you are looking for. Linear skinning is a fairly easy algorithm. The problem why it slows down in Max and other DCCs is du…