I think this is because of the way you’re calculating the index in vert_array to store the point3. Give this (untested) a try. vert_array[v + nrows …
I don’t have Max in front of me, but I think you have to do something like… SetDir #autoback (pathConfig.convertPathToAbsolute #autoback) Cheers, D…
What is better is to collect the nodes in an array and then select the array. Normally I’d agree, but for my actual use case I need to deselect as w…
This is how I tend to do that kind of thing. fn validateSelection = ( if selection.count == 0 then ( messageBox “Nothing selected…
Ah, just spotted it. In the line “fractPieces = F.pieces()”, pieces is a property of fracture, not a method . Try removing the parentheses.
Hmm, I don’t think the coordinates make any difference. How are you adding the pieces?
I think setPieceType is a method of Fracture, so the following (untested) should work. F = Fracture() […adding pieces…] fractPiec…
You can use #postRender for that.
#postRender is only triggered once per render session, so that’s not going to help you in multi-frame renders. Could you use the #preRenderFrame call…
Ah, I think your in trouble. AddModifier doesn’t work in the same way as copy/paste in the UI, so edits aren’t copied over. I don’t think there’s any …
You’re most welcome.
Just use copy <yourObject>
For your first question… addModifier $Sphere002 $Sphere001.modifiers[“edit_poly”] That will add an instance of the edit_poly modifier to the top of …
append myObj.modifiers[“skin_wrap”].meshlist otherObj Cheers, Drea