a = #(Selector.headbtn, Selector.neckbtn) finditem a Selector.neckbtn returns 2; a = #() Rollout Selector “Selector” ( dotNe…
I won’t chastise you each to there own and all that and what ever gets the job done. But let me at least give the case for the defense. I find debugg…
I have to ask, what are the advantages of using c# over c++ for stuff like this ? You are using exactly the same code just with a slightly different s…
a more correct method would be void EnumControl(Control* cntrl) { // do what ever here MSTR name; cntrl->GetClassName(name); the_listene…
you will probably need to test the classid of the control to see if to pass float, Point3, Point4, AColor etc the use the following if it’s a point3 …
also I think your approach is perhaps not the best, here’s a mxs extension function that shows a better method of enumerating a control subanims. …
my guess would be that pc is invalid or what ever they are called in c# in c++ it would be a null pointer. from sdk ref virtual Control* Control::Ge…
yeah, good luck with that.
I don’t think it’s a very good idea doing it this way at all, it would be entirely possible to delete a node from the scene while it’s being exported….
I should just be able to add a WM_CHAR message check with wParam = VK_ESCAPE still doesn’t work
EDIT: Also, MSDN states that you must use DestroyWindow() on a modeless dialog and not use EndDialog()… but in his code he is using EndDialog() – …
yes and no, those classes are just so they can compile for original vertex paint modifier which used the interface built in progress bar and the Eval…
I’ll share a little tip with you. the first thing to do when you want to find out how to do something or how a function is should be used in the sdk i…
I have to ask, why are you doing it this way ? why not just use the max built in functions designed for this purpose ? from the sdk DWORD WINAPI fn(…
IsAnimated in sdk has some specific meaning. it doesn’t mean the animatable has keys. it means that the animatable has a timeranded controller. so a…