when you say “plugin” are referring to mxs or the sdk ?
i do my branching in the following way tm = matrixFromNormal prevdir; — dir of the branch we are growing off tm.translation = branchpos; — po…
if you have access to the sdk you can check for yourself as the source code can be found in maxsdk\samples\maxscript\mxsdotnet\ if you have visual stu…
null in mxs is just another undeclared varible and always returns undefined. We only need “true” statement here ei. (isProperty $ #mesh) but that’s …
null or false seams to work this same. eh ? IsProperty returns true or false and null is not the same as false ! try the following in the listene…
shouldn’t that read false not null ?
yeah I tried it on one of mine, I have a quad cloud generator which inherits from simpleobject2 and uses several differing emitters which I handle wi…
I think you’ll need to implement your polyline draw in the virtual int BaseObject::Display ( TimeValue t, INode * inode, ViewExp * vpt, int…
are you using the mesh as well ?
(polyop.getEdgesUsingVert $ v1) * (polyop.getEdgesUsingVert $ v2) will return a bitarray with the shared edge. the “*” operator basically performs a …
no idea, the spline accessing code is boiler plate stuff ripped straight from avg_DLX.cpp from the mxsagni project in the samples.
recursion and a function argument is an elegant solution… for an editable poly something like… ( smg = 1 fn setElementSmoothGroup pobj face…
here’s the mesh building script with some more UV options and a picture quad. Also the overall size is based on the frame interior eddge/picture size …
this is how you may handle it as script only creation… fn lerp a b s = (a + s * (b – a)) — sets edge vis fn mxssetedgevisflags m face fla…
Hey thanks for the responses, I’m looking at the code and I get that you’re changing the coordinates, but I’ve never really worked with meshes. I’v…