Ahh yes, that join thing is pretty slick! To avoid an execute maybe some clever thing can be done by replacing ‘objects’ with ‘selection’ to use the …
You amateurs This will collapse the hierarchy and link all nodes above level N (the number of ‘/*’ determines the depth) to the node found at tha…
Jep, SP3 is here:
Here’s a ruff update of the modifier trackbar filter, now supporting multiple selected modifiers and sub objects. It will show the keys on the trackb…
Here’s a nice snippet, after running it x contains an array with all visible items in the stack’s treeview, including gizmos, sub object modes etc, wi…
Nice to see a cool spin off For the modifier stack one issue remains, if a modifier is expanded, so it’s gizmos/sub modes are visible, the count scr…
Awesome! Here’s a working version of it, only valid output when modify panel is active. LB_GETCOUNT= 0x18B LB_GETSEL = 0x187 hwnd = (windows.ge…
not sure if I understand correctly but if you want to macrofy a mse you can just make a new macro and use the filein method to load the mse.
denisT: thanks, dgsantana so the learning curve of MCG is compatible to the mxs learning curve. how can it be easier for an average artist? Ther…
Klvnk: but we’d have nothing to bitch about besides I thought that’s what interns were for 😈 I’m sure you’ll find plenty to bitch about …
May I suggest you guys apply for beta so you can actually make a difference?
And big performance and stability boosts, skin alone got about 10x faster and Nitrous can handle a lot higher geometry counts.
Proper IDE / VS integration. Been doing a lot of c# stuff in Visual Studio and going back to the maxscript editor was a bit of a shock actually.