you probably need to post the entire function code so we can see what you are doing but I don’t think using this is a goer the node should be passed a…
i’ve showed several times on this forum how ‘smart’ algorithm can beat ‘low level programming’. just understand that 90% of max was written at the …
it’s exposed to the sdk, if you have mxs extension sdk project the following will expose it to mxs… //***********************************************…
they can’t even be bothered to document what they’ve got and they’re working on stuff like this, hopeless. :banghead:
not sure what you mean but in the sdk to get the “true” class id go from the object, so from an INode… node->GetObjectRef()->ClassID(); no…
most but not all are listed in plugapi.h which is also documented in the help
what version of visual c++ are you using ?
try casting it… (TCHAR *)filename.data()
you could try changing… filename to filename.data() in the call to writecache
This property returning true does not guarantee that the class is really creatable class ! don’t you just love stuff like that, and whats the betti…
for a mesh… numedges = 3 * numfaces;
theres some old stuff from Nvidia herethat can collect the texture into a single atlas map. Though the whole atlas creation from within max is a non-t…
eh ? whats wrong with the standard UVW Xform modifier ?
$.selectededges or $.selectededges as bitarray
Your answer is here