Once you’ve obtained a transform matrix (matrix3) from the normal, you just assign it to the .transform property of the gizmo. Following your example…
Not sure how that posted twice:shrug:
I would suggest averaging the normals of all your selected faces (in case they’re not absolutely planar) and passing the resulting point3 to matrixFro…
I would suggest averaging the normals of all your selected faces (in case they’re not absolutely planar) and passing the resulting point3 to matrixFro…
Been a while since I wrote this, but I think it had something to do with a scope issue I was too lazy to sort out. I’ve just gotten back from vacatio…
Unfortunately you can’t explicitly set a vert’s soft select weight. What kind of use were you thinking of for this? Maybe you could create a mouseto…
Use the at time context: at time T $ball.pos.controller.z_position RH
It already exists! It’s in Herman Saksono’s Polymagus script suite: RH
Either you have not created a “stretchable” CA on the attribute holder (maybe you named it something different?), or the script controllers are being …
Get the normal for each face and compare the angle between them. If you run into trouble with that I can help, but I’m all out of time for an example…
Bobo, you really know how to make an irrefutable point:D RH
Y-up as an option sounds like a fine compromise to me;) I think Max has been used in enough high-profile FX shots to qualify as a capable FX package,…
It’s all terribly off-topic, but I’ll sound off anyway: I’ve actually been of the opinion (for a long while, in fact) that Max should switch to using…
Paul is absolutely correct. What’s this got to do with Maxscript, though? RH
It should be as simple as $.selectedVerts = #(i), where i is the index of the vert you want to select. This simple solution works for both EMesh and …