yeah, I use meshmap in a lot of code, I like using TV & CPV as they seem less “clunky”. I’ve not tested the MeshMap::setNumFaces with the keep fla…
GetWorldBoundBox is provided by objects and modifiers to let the system know where to update the screen when the user does something with an object (w…
not tested, something like this will collect all bones being used by all skin modifiers in a scene shouldn’t be too difficult to target it as you see…
Get the ISkin interface from the skin modifier and get the bones from that. There is plenty of stuff showing you how in skintools.cpp in the samples
for me any additional lib/dependencies have their own property sheet. What’s the advantage to have multiple projects vs multiple configurations in a…
much the same as above, though I use my own property sheets which preserve some commonality from previous versions of visual studio…
does the order matter ? ( n = 5 ar = #(2.0, -8.0, 0.0, -3.0, 3.0, -2.0, -4.0, -5.0, 1.0, -7.0, -1.0, -6.0); fn icompare i j values: = ( if va…
are you talking about the “scene icon” ?
turns out I’d didn’t need it, though it’s an interesting property if it is the case.
yes (well not all but a lot of them) it’s in the mxsagni project in the samples
don’t think it’s ever worked with editable poly as you can see from the above code if it’s not trimesh then it returns undefined.
you need to working in object space to call intersectRay, so the ray needs to xformed into object space from it’s world space coords you are using to …
isn’t that just Normal Max Assign Controller behaviour ? probably calling… virtual void Control::Copy ( Control * from ) [pure virtual] Remar…