Another way to do it is to put script controller on 3rd object. For example dummy that will have script controller on one of its tracks. And then this…
I know. therefore I was surprised when the first version of your script didn’t affect modifier’s gizmo The problem is in compensation of rotation part
another problem: try to put any modifier on the object and run your script you’ll see that gizmo of modifier is affected.
Originally Posted by denisT PS. if pivot’s position is off the object’s center you also have to adjust the object’s objectoffsetpos I think I found …
what you do to flip a pivot is overcomplicated… the adjustment of a node pivot shouldn’t effect the mesh normals don know why I thought &.objec…
it not work only if bounding box has zero dimension in one of the 3 axis for example: for 3D shapes like helix intersects return true values for flat…
try #include “maxscrpt.h” or #include “maxscrpt\maxscrpt.h”
you also can print to maxscript listener with mprintf() if it help you
Ok . Now I see. I use max 2009
What is it Body_Object ? Is it part of some plugin that you use?
I posted updated version on ScriptSpot.
This one for Mesh: meshop.flipNormals meshObject #{1…(getNumFaces meshObject )} for Nurbs and Poly i have to check . I think they also have some met…
Already on scriptspot
yep, some modifiers implicitly convert the geometry to polygons and then it turns to mesh from nurbs
that depends from the kind of modifier, the collapsed and right aligned pivots are body objects. for example collapsing modifier like: edit poly/mesh …