Klvnk
@klvnk
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Joined: Feb 14, 2024
Topics: 50 / Replies: 1212
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RE: Accesing SubAnims by name (C++)

how did you expect me to test it ? spend a morning writing a dedicated tool or just knock up a quick mxs callable function ? I’m oot

2 years ago
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RE: Accesing SubAnims by name (C++)

hey ho theres probably a better way of doing it and or probably unnecessary going by lack of use in the sdk

2 years ago
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RE: Accesing SubAnims by name (C++)

check anim for null before calling the function on it should cure the crash. it worth remembering sub anims come as a tree structure so you need to r…

2 years ago
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RE: Accesing SubAnims by name (C++)

you’d normally use something like… int Animatable::EnumAnimTree ( AnimEnum * animEnum, Animatable * client, int subNum )

2 years ago
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RE: Maxscript when construct sdk equivalent

depends on the context in an object or modifier or gup/tool or controller or dlx etc

2 years ago
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RE: Disable/Enable Vs Show/Hide

90 IDD’s in my dlo 110 IDD’s in my dlm sometimes it’s an obvious enable/disable e.g. say perturb Normals a simple check box, which will the enable d…

2 years ago
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RE: Please make a test for me

running the original script in 2010 produces a constant value e,g [37,72] [38,72] [39,72] [40,72] [41,72] [42,72] [43,72] [44,72] [44,72] though run…

2 years ago
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RE: Please make a test for me

without knowing how heapfree is calculated it’s just pissing in the wind could be a glitch or not from anywhere, looking a maxheapdirect.h in the SDK …

2 years ago
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RE: Viewport drawing methods help

mxs would be something like… fn draw_markers = ( if $selection.count > 0 then ( gw.setTransform(Matrix3 1); …

2 years ago
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RE: Whether there is a way to refresh/update the Modifiers stack using C#

you’ve got to love the sdk doc virtual void BaseObject::ForceNotify ( Interval & i ) [inline, virtual] Remarks: This method is no lo…

2 years ago
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RE: MXS: How to get UV size from collapsed object via maxscript?

fn getUVBounds mobj mapch = ( minUV = [1e+012, 1e+012, 1e+012]; maxUV = [-1e+012, -1e+012, -1e+012]; if meshop.getmapsupport mobj mapch do ( …

2 years ago
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RE: Remove selected objects that are not actually visible in the current view

yeah it kinda of sorted it’s self out here too… got a feeling it may be duplicate point issue or something. Interesting as it is I don’t think con…

2 years ago
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RE: Remove selected objects that are not actually visible in the current view

this is quite fun and could be used as a basis for the “cull” fn is_ccw p a b = ( (a.x – p.x) * (b.y – p.y) – (a.y – p.y) * (b.x – p.x) <= 0.0; ) …

2 years ago
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RE: Remove selected objects that are not actually visible in the current view

yeah I was getting my xforms mixed up… the corrected version fn getScreenBounds obj = ( maxy = maxx = -99999999.0; miny = minx = 99999999.0; gw….

2 years ago
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