it’s a style thing really, but the “modern” trend with c++ is to use initializer lists in constructors so it would be it actually becomes more useful…
I doubt it’s a variable name conflict with the sdk, buffer overrun or a pointer now pointing to some random place in memory, you can really break thin…
Am I interpreting that correctly as “address of rmaker cast as an INode pointer”? address of rmaker cast to pointer to an INode pointer. smd, no id…
for learning to work with vertex color/mapping channels using the SDK look for the UVWTransform modifier in the mods project in the samples. Has a ver…
though you can access the node via the modifier via the dependent node enumerator and then set it’s vertex color display attributes I would keep that…
if you have the function as part of the modifier class there is really no need, but sometimes i share functionality across plugins so have to pass par…
params is specific to stuff i do you should just delete it
Don’t pass the mesh, pass the object… so in the class definition void ObjectModify(TriObject *tobj, params& p, TimeValue t); void ObjectModif…
best way to learn mesh vs mnmesh (and working with them both and the differences as they have implementations for doing the same things) is to look in…
it gives me the following error: thats a linker error you need to add the additional dependencies is the linker part of the project props poly.lib …
this is the generic method for handling meshes of all types (there are a few “specialised” cases Object *obj = os->obj; if(!obj) return; …
exactly the same function float* MNMesh::getVSelectionWeights( )
Value is the data type all mxs types are derived from,