nice job on saving the schematic in the scene! (I know that is usually one of the more painful things) That should please some people “AFAIK you can…
thorsten hartmann: that is what you want and it is much better as SME. Do you have any constructive information why it would be so much better, o…
I was talking about the one a few items below it: “Render Target” But maybe yours works too, I never used a ‘OffscreenPlainSurface’ so I’m not sur…
Second thought. If you did have nice UVs, maybe you could ‘flatten’ the object in max’s viewport by using the UVs to flatten the object to a flat mes…
…welcome to reverso world You could render the model to a texture in a shader (off screen render target). That will only work if your model is nicel…
You can compile 64 bit with express and standard. You just have to install a few extensions that are not installed by default. (search google and you…
I fixed the spinner issue in helium 1.10 (online now) -Kees
There is the mouseMove event in helium. So when the mouse is moved, use: mouse.screenPos Compare that to something like getDialogPos <rollout>…
Hi the titlebar color inverting was a bug in helium 1.08. I fixed it in 1.09 on the website now. Jerry, Were do you plan to use ‘setFocus spinnerFlo…
Lol. That’s funny Bobo. I didn’t know you could do that in 9. Cool! -Kees
I agree 100% with what Bobo said. To give you a few examples: One example is that you cannot write modifiers in Maxscript that deform the vertices. …
ok…I must understood. You said ‘base object’. The INode (scene node) is not the base object. -Kees
this.delegate
Thanks for typing all that out, Charles. I think in the way you have presented it, it will still be hard to understand (to many big words that are no…
Hey Paul, I actually use that exact formula (but then in c++) to generate the muscle geometry in skinFX. It’s simple, but works like a charm. -Kees