yes… you can embed a series of bytes any which way you like with any encoding you like and execute as a script or code… spotting the “format c:” is tr…
ExecuteMAXScriptScript(_T(“fn Test=(print 123)”), MAXScript::ScriptSource::NotSpecified); MAXScript Namespace Reference enum ScriptSource : int …
I don’t know any constraint that uses RefTargMonitor
isn’t that just enumerating the scene with Animatable::EnumAnimTree and sending something like… NotifyDependents(FOREVER, PART_ALL, REFMSG_CHANGE…
this fires it (well it triggers your callback up there ^^^^)… def_visible_primitive(invoke_time_change, “invoke_time_change”); Value* invoke_time_ch…
can you have a material set flag ? if owningNode.material != previewMaterial and matset == false do ( matset = tru…
i think what you are getting from the EditablePoly is another copy of it’s mnmesh as a mesh so any changes you make are not changing the original… you…
I’ve found a set of examples from an autodesk blog where they use… something like… triObject1.Mesh.SetMapSupport (0, true); triObject1.Mesh.SetNumVer…
my guess is the line… var mesh = triObject1.Mesh; is probably the culprit as it’s probably making a copy of the entire mesh try adding triObject1.M…
how are you checking it’s been set ? the viewport is notoriously poor for updating/showing this shit… does it show up on the editmesh panel as per yo…
you could attach the data to rootnode (as appdata) and edit resource collector code to handle it, don’t know much about the asset browser though so no…
tested in 2010/2015/2020 all work for me…
works if you use scripted creation seems to… in both asset manager (if you press the refresh button) and it collected a load of images in the archive…
something like this might be a starting point… plugin SimpleObject TestObject name:”TestObject” classID:#(0x77cd08f0, 0x2088eed) categ…
generating bricks with an angled face in the right position… creating from scratch is always better than trying to edit/correct/fix/cut existing mesh…