the usual technique is to maintain any references to scene nodes within a parameter block using the TYPE_INODE_TAB data type
sorry answer to a different question. in what context are you doing it ? a modifier ?
Object *EditPolyObject::ConvertToType (TimeValue t, Class_ID obtype) sets it’s mnmesh to subdivResult if subdiv is set then calls Object *ret = po…
PolyObject::GetRenderMesh will return the subdivision mesh
grab a copy of the mnmesh and run SmoothByCreases on it ? This is an auto-smooth algorithm that allows the developer to specify exactly which edges…
should be able to use this from EditablePoly source bool CreateCurveFromMeshEdges (MNMesh & mesh, INode *onode, Interface *ip, TSTR & name, b…
I ended up keeping all the information in the modifier, and making the modifier non-collapsable as discussed above. What happens when the user delet…
find attached a link to a pared down modifier (which is from an export property manager) which shows how to use a modifier to edit appdata attached to…
thinking about it, I would probably go for hanging the appdata off the dependent nodes as it’s what your renderer will reference the most anyway. Thes…
You could use the modifier as the editor for appdata attached to the base object, so when the stack is collapsed the data is still available to the re…
How would collapsing the stack be any different from deleting the modifier ?
lol max can’t do it the way max does it is frenets (matrix3 transforms along the length of the spline) the basic c++ source code can be found in the…
Any ‘clever’ or creative idea as to how to tackle the issue ? don’t feel too bad even the built in max methods don’t handle that situation very well…
all in the documentation
try adding def_name (parameter) to the top of the cpp file