Hmm, I could possibly be wrong about that…all I know is that when I ported my max 2013 plugins to max 2016, they wouldn’t display their meshes until I…
A couple of things… Firstly, to display a mesh in Nitrous viewports you have to implement the Nitrous display functions in your plugin (PrepareDispla…
Got it working… In case anyone else ever has this same problem, here is a code snippet showing how I got the GraphicsWindow triangles to draw with a …
Note: this is a simple solution that won’t work properly on instances. Put this somewhere in your .cpp file, above your buildMesh function: class…
Yea I noticed that too. Could it be because SimpleParticle objects that they inherit from ignore modifiers? You’ll notice that particles aren’t affect…
Nah, that didn’t work. Thanks for the suggestion though!
Hmm…I’ll look into that…
Yes, I draw both: the mesh, as well as a polyline around it.
The reason I can’t use particles is because many of the objects are parented to other objects, which themselves have the lookat controller on them. H…
So I found out why my original implementation of the script I linked to wasn’t working…it’s because I was adding the script controller to a rotation_l…
Oh, oops! Must have been a misunderstanding…I didn’t write the scripted lookat controller in my original post. That was just what I referenced in my a…