yes that what I mean by 1:1 if you follow the link the code half way down will create a mesh where vert index will be the same as the mapvert index, y…
this code converts the mesh to 1:1
it’s not pretty or particularly fast… fn GeoVertToMapVert obj v mapCh = ( faces = (polyop.getFacesUsingVert obj v) as array fac…
as above in it’s simplest form every thing goes by the face index for f = 1 to msh.numfaces do ( geoverts = getface msh f; mapverts = getTVF…
theres a good example in mesh/editable_poly project in the examples… look for CreateCurveFromMeshEdges (MNMesh & mesh, INode *onode, Interface *i…
rename it mzskin and give it an new class_ID then it won’t clash with any other tools (as long as you don’t charge for it ;))
I would add them to the skin modifier and ship my stuff with the updated skin modifier.
if you want to ? surely if you want to take that route you may as well do it all in mxs.
1 – Where the MS function “skinOps” in the SDK? Is it bonesdef? as I said above the code for skinops is in CommandModes.cpp file of the bonesdef modi…
what you could do is add your function to skinops in the CommandModes.cpp file of the bonesdef modifier project then recompile the project to replace …
could try something like… #include ..\…\maxsdk\samples\modifiers\bonesdef\bonesdef.h Modifier *mod = //what ever method you are using to acquire …
did similar thing for 2D case using Delaunay triangulation, but 3D seems like absolute different story. why ? delaunay triangulation works “fine” …
theres a function for this in the STL… called next_permutation void PermGenerator(int n, int k) { std::vector<int> d(n); std::iota(d.b…
as Denis says theres no easy option as it comes from the way selections are stored internally as bitarrays, as a memory efficient method, which unfort…
from the Ken Shoemake paper (referenced in the sdk documentation) typedef struct {float x,y,z,w;} Quat; typedef float HMatrix[4][4]; #define X 0 #de…