So what? I personally still on max 9 and 100% satisfied, as it can do all I need for modding and I am really not going to waste my money for the lates…
So you got it wrong, your solution is really good, but useless for me because bsearch not worcking with older max versions. Also my english is very ba…
OK, you are tallking about some kind of sorted insertion, right? I just haven´t seen something like this in your code, so posibly you could post it he…
Thanks a lot for the explanaition, now I also know why most of my scripts are slow as hell, since I am often use for loops. In programming languages, …
Yes I do.
PolyTools3D: ( /* Delete all objects */ delete objects /* Create a multimaterial with 4 submaterials */ mat = multimaterial nu…
Sorry, posibly I misunderstood something again, but the empty mesh has no materials, so same Multimaterial should not be posible. However I agree that…
Sorry my english is really bad, however i try to explain: I am importin a mesh from a file. The mesh has a multimaterial. In max I am editing the mesh…
OK, thanks it seems to worck perfect, at least for examples I tried. Your solution for node transform is also much better that mine. Is there posibly …
PolyTools3D: In your example, when you create a new mesh “newmsh”, it is created with an identity transformation and everything you attach to it wil…
I´ll try it, thanks. Have a question about the code for node transform, what it´s doing? In my example I am fixing rotation, but this one seems to be …
Not wanting to attach empty mesh to an other mesh, as this make no sence in my opinion, but attach a mash to an empty mesh, which is complete diferent…
Posible reason for the problem could be that newmesh has no UVmaping, so UVmaping is completly ignored when attaching. I tried to fixe it by using stu…
OK, now I see, just copy pasted that comand from some example in maxscript reference page. Howewer if I attach manually the mesh to that empty mesh, h…