Looks like we also forgot about mapEnabled array, so think the code must look so: fn RemoveSubMaterial mtl ID = if isKindOf mtl Multimaterial do ( …
OK thanks, just to make it more clear, let say I have multimaterial with materialIDList looking like this: (1, 2, 3, 4) and I delete the submaterial w…
So what´s the diference between ID an index in that code?
Serejah: fn RemoveSubMaterial mtl ID = if isKindOf mtl Multimaterial do ( index = findItem mtl.materialIDList ID if index > 0 do …
Sorry people, but I asked how to remoove submaterial from multimaterial, not set submaterial. Remoove specialy means that the number of submaterials w…
Codi: I guess you can, if it works for you go for it At least that getAllMaterialNames seems to return all material names.
OK, I try it. But cant I change getNewMaterialName to setNewMaterialName that looks something like this? fn setNewMaterialName &mat = ( mat…
Sorry, but this solution has 1 problem, it seems not to worck for submaterials.
Not shure if I understood you right, but if yes there could be even a bit easier solution. What is that sceneMaterials array? Is it some kind of dicti…
Serejah: I guess you need to run this function each time new material is created ( resetMaxFile #noPrompt mat2 = standard name:”Material #25″ assi…
Sorry my bad, or to be more precise my bad english. try to change your code to: mat2 = standard name:”Material #25″ mat3 = standard() assignNewName …
Thanks, will try it.