Hi. I’ve tried with this script: fn fnDoSomething = ( callbacks.removeScripts #radiosityProcessDone id:#radiosityDone messageBox “Radiosity Proces…
Hi. The only thing I can see is wrong is the line: callbacks.removescripts #radiosityProcessDone “” id:#radiositydone callbacks.removeScripts recei…
I’ll try that, thank you very much.
Bobo: Of course, you could calculate the vertex normal from the adjacent faces’ normals using the smoothing groups yourself. Yeah, that’s exactly…
To get the center of the current selection would be: selection.center HalfVector. PS: ok, I think you mean the center of the current selection of f…
If you want to select all the nodes in your scene do: select $* If you want to collect all nodes in your scene do: for o in $* collect o HalfVecto…
I guess this is what you need (or something similar): thePath = getFilenamePath mEditMaterials[1].maps[2].fileName theFileName = getFilenameFile mEdi…
Looking the MAXScript reference, the only overloaded operators for arrays are the index and the addition operator so no trace of the subtract operator…
Imagine you have a box named “Box01”. And this box is in the default layer “0”. To get the layer where the box is in, you should call the function I w…
If I’ve understood correctly what you want is a way to get the layer where a node is in, right?. If so… fn getNodeLayer node = ( local nLayer = 0 …
You are right, the code will only return the correct height of objects whose pivot points are on their base. So I’ve modified the function: fn getLoc…
Hi. I want to revise something about the second method I proposed to point out an obvious optimization. You can precalculate the inverse of the trans…
You’re Welcome!
Hi. Right now I can think of two ways to calculate the local height of an object. First method: fn getHeight node = ( oldTransform = node.transfo…