Thanks Denis, I’m looking for a solution closer to how the ‘multiscatter’ plugin works though, where I can select the group and I get the parameters …
Yup, they’d all be attached. Functionally, it would be like they’re all one piece of geometry. When you say elements, do you mean geometry elements? …
Well I don’t want the user to suddenly see 1000 new objects in their scene each time the plugin does its thing. I want all the sub-nodes to be a part …
Well, then you need to step through your code and find out what’s going on. 99% of SDK problems can be easily solved just by setting breakpoints and …
First thing that stands out is that you’re building the normals of the second mesh, but trying to take them from the first mesh. You have to build nor…
Get vert Get normal Get push amount Set vert = vert + normal * push amount
Push modifier is incredibly simple, and just moves verts along vertex normals. Are you forgetting to set channel validity and reset cache after chang…
.17 seconds for 500,000 polys sounds about right. I wouldn’t even bother multithreading if that’s the time you’re getting. So you’re saying in your s…
“Transforming vertices” = your BuildMesh function. Some questions: -did you build in Release mode? Debug mode runs much, much slower -how complex is…
Thank you!!
You can instance any object using its classID, and modify any of its base type attributes without needing to import your code. If you need to modi…
It’s impossible to help you troubleshoot the problem if you don’t post the code.
If you don’t have prim.cpp, all that means is that the functions usually contained in there have been placed elsewhere in your project. Just search fo…