Cool! Thank you! 😮 I did notice when I run it, if you change out the Teapot for a Sphere, it seems like the rotation / size are still a little …
Particles is an interesting idea… Well, so, I am using this method, since I do not want to only support geometry. Unless you can do the same with PFl…
So I was noticing with your new method, if any SO Selection is active, it just keeps looping every frame basically. So I think it’s deleting/re-clonin…
Ah ok, thank you! Interesting. Yeah, I will take a look then and see what happens. :banghead::buttrock::applause: I do need to try to NOT use Clon…
Thank you!!! I’ll look at this more closely/try it out. :buttrock: However, I do wonder if it’s soley from this line. local obj = copy cloneObj …
Any thoughts? I have to look at this again today. Been working on other aspects of my tool.
This is very very weird… It seems like, if you run my last code I posted, over time, as you select/de-select verts, to CloneNodes, it will have a ra…
Thank you!! This is working great with modifiers it looks like :D. Not freaking out at least, like it was before for me, and only seems to trigger o…
Definitely is way better than 2017! But sucks in that last example , it’s still quite a lot slower than 2016. Which is what I use at work and home…
Thank you I am hitting an issue with how the NodeEventCallback is functioning. I initially was setting my callback variable to undefined , and doin…
I’ve been working on other things, but still want to figure this out. Id like to support modifiers. But some cause multi callbacks to trigger from s…
This is probably NOT the way to do this, but if you run this code, with a Teapot in the scene, and if you select an EditablePoly Mesh, it will probabl…
Thank you! I’ll have to look at that more, but what you guys are talking about might be over my head… 😮 I am now running into the same issue as I…
I finally figured it out… ! I was going off of the documentation, saying to set the callback to undefined and run GC:lite. But with my script I am wr…