Klvnk
@klvnk
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Joined: Feb 14, 2024
Topics: 50 / Replies: 1212
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RE: how to get the mapVertex coresponding to a vertex?

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…

8 years ago
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8 years ago
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RE: how to get the mapVertex coresponding to a vertex?

it’s not pretty or particularly fast… fn GeoVertToMapVert obj v mapCh = ( faces = (polyop.getFacesUsingVert obj v) as array fac…

8 years ago
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RE: how to get the mapVertex coresponding to a vertex?

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…

8 years ago
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RE: [SDK] creating spline shape

theres a good example in mesh/editable_poly project in the examples… look for CreateCurveFromMeshEdges (MNMesh & mesh, INode *onode, Interface *i…

8 years ago
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RE: C++ Skin

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 ;))

8 years ago
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RE: C++ Skin

I would add them to the skin modifier and ship my stuff with the updated skin modifier.

8 years ago
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RE: C++ Skin

if you want to ? surely if you want to take that route you may as well do it all in mxs.

8 years ago
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RE: C++ Skin

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…

8 years ago
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RE: C++ Skin

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 …

8 years ago
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RE: C++ Skin

could try something like… #include ..\…\maxsdk\samples\modifiers\bonesdef\bonesdef.h Modifier *mod = //what ever method you are using to acquire …

8 years ago
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RE: Remeshing

did similar thing for 2D case using Delaunay triangulation, but 3D seems like absolute different story. why ? delaunay triangulation works “fine” …

8 years ago
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RE: Challenge: 'n' loops inside loops

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…

8 years ago
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RE: Is there any way to keep my original ploygn selection

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…

8 years ago
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RE: AngleAxis as Matrix3

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…

8 years ago
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