ok so the following code is fine then? Part 1. –bake element myShadowMap = shadowsmap() myShadowMap.outputSzX = myShadowMap.outputSzY …
would this be the same for creating and closing bitmaps? a bit of an issue i have closing bitmaps, and 3d max tends to store them in memory
The same problem exists with edges. However, at least vertecies are a stable constant. So I will use a vertex list and use that for faces…
thanks… ok looks like i need an extension to do it
bump, any ideas? Currently im trying to implement merging all into 1 large object, then spliting my objects back out… kinda painfull…
Hey guys im intrested in this too. ive had a look through the max help at the dotNet stuff. Is it mainly for UI stuff? Or can we actually write a c# …
so what if the bounding box is not aligned to an axis. For example a rotated box in 3d max would not have an axis aligned bounding box correct? Ok im…
Ok crap, it seems editnormals modifier cannot convertFaceSelection on editable meshes
doing a snapshot should be the same as a xform reset, so it should not matter if the mesh has been mirrored correct?