Keep in mind that one vertex could has more than one texture coordinate. Said that. Say you want to take the texture coordinates for the four vertice…
Haider: I am so sure I managed to find the Center To Object code somewhere and made a button out of it. Now, after much searching, I couldnt find it…
The selection property of the MultiListBox control contains the indices to the selected items. So if you want to acces to the selected materials, you …
I almost don’t have any idea about script controllers but on the local coordinates subject, you could transform the parent-space position to world-spa…
I totally missed that argument. Thanks a lot!. :applause:
By the way. Exists an obvious optimization. We can avoid the square root used by the distance function by comparing squared distances. — Returns the…
That’s right!. fn closestDistanceToObject pt obj = ( local msh = snapshotAsMesh obj local closestVert = 1 local closestDist = distance pt (getVer…
Something like this, I guess: fn closestDistanceToObject pt obj = ( local msh = snapshotAsMesh obj local closestDist = distance pt (getVert msh 1)…
Ok, I didn’t test Multimaterials nor Composite materials. Now should work for all the materials classes. At least it works for me!.. fn vRayMtlToSt…
Ok, I guess currentMaterial is a variable defined by you?. I’ve done something like this: currentMaterial = &mEditMaterials[1] So now currentMa…
nomed: the material is created and I can show it in the material editor, but it is not replaced by the converted material! do I have to note someth…
Ok, so what you want is the oriented bounding box of the object. Here’s a simple way to do this. I don’t know if it works the 100% of the cases but… …
That’s easy. You have all you need with the object min and max coordinates: fn getBBoxPoints obj = ( local bbPoints = #() local bbMax = obj.max l…