vertex_array[vertex_array.count+1] = newly_selected_vert –array name [array length + 1 to create new entry in array] = the new vert you’re adding
$.EditablePoly.SetSelection #Edge ((polyOp.getOpenEdges $) as bitarray) somthing like that?
something like this? for obj in Geometry where classof obj == Editable_Mesh or classof == Editable_Poly do ( select obj modPanel.addModToSelection…
I found this: keyboard.shiftPressed keyboard.altPressed keyboard.escPressed keyboard.controlPressed so something like: if keyboard.altPressed == tr…
cant you add another modifier ontop and use that to attach object B?
I dont think you can do it automatically, the only way to do that would be to scan through the file and compare it with the object data already create…
normally you would have a list of vertices (x,y,z) followed by a list of face points (what vertex is used by each face?) for instance: vertex1 = 100,…
Oh, the fun i’ve had with converting dx materials… material_count = meditMaterials[1].materialList.count for n = 1 to material_count do ( old_name2 =…
for n = 2 to (numKeys $.pos.controller)-1 do deleteKey $.pos.controller 2
bit rough and reay but this is one way to do it: largest_number = 0 new_number = 0 for obj in $* do ( new_number = meshop.getNumFaces obj if new_numb…
you tried ‘auto-edge’? not great but sometimes you get good results and you can do minor clean-up work afterwards
I think this should do it tmesh = snapshotAsMesh selection[1] out_file = createfile ((GetDir #export)+”/testmesh.dat”) format “%,% ” tmesh.numver…
if you are talking about a wheel rig, what i always do is attach the wheel to a “turning” dummy and the “turning” dummy to a “steering” dummy. you ro…
if you do a search in maxscript help for this: find_intersection it will show you some usefull info on how to find an intersection point on a face.
if you do a search for: time change callback you can probably write a callback routine that compares the current frame with the last one