HalfVector
@halfvector
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Joined: Feb 15, 2024
Topics: 3 / Replies: 189
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RE: sorting selection

Hi. denisT method is nicer and works perfectly. It returns OK because that’s what qsort function returns when everything is OK. Once you have called …

15 years ago
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RE: sorting selection

Hi. I’ve come up with this. Don’t know if it’s the most optimized way to do it, but it’s simple: fn compareFn el1 el2 sortTypeAsc: = ( case of ( …

15 years ago
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RE: Deflector object using MAXScript ???

Hi. You can try my C++ extensions. It contains two functions, one to get the UDeflector collision node and another to set it. <collision_node>…

18 years ago
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RE: Getting Bones in a Skin Modifier

This is a snip of code from my Doom3’s MD5 format exporter: fn getSkinBones theNode = ( — Bones list local boneList = #() — Set modify mode m…

18 years ago
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RE: Getting Bones in a Skin Modifier

Hi. Take a look at the skinOps interface. Anyway, should be something like this: numBones = skinOps.getNumberBones skinMod for b = 1 to numBones d…

18 years ago
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RE: Projection Matrix to Game Engine

This may help. It’s C++ code but the math is the same…

18 years ago
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RE: Projection Matrix to Game Engine

Hi. If what you want is the projection matrix only, you don’t need the view matrix. Also, keep in mind that a projection transform needs a 4×4 matrix…

18 years ago
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RE: Get the right UV per-vertex

Hi. This is the process I follow: Build a list of vertices (that could be a struct with all attributes you want for your vertex. e.g. vertex coord…

18 years ago
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RE: Get untransformed vertex in Maxscript

You have to transform the vertex position by the inverse of the object transform matrix. Something like this: fn getUntransformedVertices obj = ( l…

18 years ago
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RE: maxscript equivalent of mel dnoise function?

Hi. I’ve seen some implementations for Perlin’s DNoise function and what it does is compute the gradient (partial derivatives) for the noise function…

18 years ago
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RE: Mirroring a Ray

Seems like RayMeshGridIntersect works internally with a tri-mesh so the indices to hit faces are refering to the tri-mesh and not the editable poly ob…

18 years ago
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RE: accessing .particleMatrix outside of pflow

You can access to particle properties through the particleObjectExt interface. So for example, if you want to get the TM for all active particles in …

18 years ago
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RE: Going through an hierarchy

There we go!. int GetNumChildren(INode *node) { int numChildren = 0; for (int i = 0; i < node->NumberOfChildren(); i++, numChildren++) num…

18 years ago
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RE: Need to wait at least one clock cycle after loading scene

What notification method are you using? (filePostOpen, filePostOpenProcess…)

18 years ago
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RE: Getting position over time

So you want to print the matrix in a message box?. void PrintMatrix(Matrix3 &mat) { TCHAR buffer[512]; memset(buffer, 0, 512); sprintf(buffer,…

18 years ago
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