I thought that was all that was required, but my function script already calls it as a property of the rollout. Here’s the two scripts as they functi…
Well, if I declare my rollout variable as an uninitialized global before my includes, it works, but is this the correct way to do it, i.e. is doing so…
Moosley: the scripts weight in at over 2600 lines of code! How odd, the scripts I’ve set up for our rendering system are just over 2600 lines as…
I’ve got a few scripts that could get you started, although most of these are uncommented because, well, I’m a horrible coder. First, most of the ble…
mustan9: USE STATISTICS!!1one hblan: takes too long handiklap: Well, it’s pretty much the only way without a lot of heavy calcul…
hblan: good idea , but it need too much time . and it looks this work should be done by discreet . I don’t think you’re considering the incredib…
Yeah you can do this with maxScript: bm = render() channelOutput = bitmap bm.width bm.height for y=1 to bm.height do ( changePixels = getPix…
Have you tried merging into a new scene without those objects? I’m not sure of a way to do this completely unattended, but you could use the #prompt …
The functions in your struct (and any variables they initialize) are local by nature, so you have to return the bitmap instead of simply creating it, …
It sounds like you want to duplicate an array, not copy it. Copying just makes references to the orginal array values, not copies of the actual value…
I’d be interested in seeing a solution for this, as I have a very similar problem with updating a timer in a max7 multi-pass dialog.
This should work: for obj in selection do ( objParent = obj.parent obj.name = “Col_” + objParent.name ) Without knowing more, this could g…
Yeah, I was hoping there was a simpler way, but I figured I’d have to make something along those lines in the meantime. Like you had suggested, I jus…