batchrender: print (getDirectories (@“C:\bug”+”\.”)) it is not a bug. it doesn’t match because you have a dot in your matching pattern and there …
i’m sure there was an old nvidia program to calculate the an optimal triangle strip rendering a given closed mesh in directx or opengl. can’t find it…
i think this is what you want ( rollout MainChild “Main Child” width:200 height:200 ( fn OnMainMoved pos = ( setDialogPos MainChild (pos + […
Ok so we’re back to performance then. Is it actually worth it? Do you have comparison numbers with what your trying to do?
Looks like I CAN modify object within BackgroundWorker well there you go! i completely forgot about the CSharpUtilities.SynchronizingBackgroundWork…
you can not modify max objects on a background worker thread but you can use multithreading for non-max related things. for example, i made a tool to …
fileIn ( getSourceFilename() ) EDIT: i am presuming your script has some kind of destroyDialog call at the top like most of mine do. otherwise you wi…
nothing to detect license availability that i know of. re: “output_on” i don’t think you need a license to read/write the settings via maxscript but …
you would probably have to use something like Sandboxie when opening a file from an unknown or untrusted source.
Does it work in other versions of max? I am still using 2015 for the moment and it doesn’t work either. The workaround in my case was to move the eve…
First thing I would do would be use ILSpy to check the implementation. Based on what you’ve said it sounds like there’s some kind of caching going on …
You were close: (dotnetclass “System.Diagnostics.Process”).GetCurrentProcess()
i would go for the finditem method over the inode handle or at the least check all scene nodes and find the maximum value first. IIRC the max value is…
Neil have you actually tested the finditem method for performance? I doubt testing with an array of 10000 objects would take more than 1 second. EDIT…
how about using MeshProjIntersect interface’s ClosestFace function and loop over that face’s verts, checking distance for each one. On a large mesh it…