You seem to have a misconception regarding locality. When declared inside a subroutine, and not explicitly marked global, all variables will be impli…
Yes, but then again without a reference of what the output parameters were at the time the scene was saved by the user, I have no way of recovering th…
I ended up using an SDK method. class OutputRetargetCallback : public IEnumAuxAssetsCallback { public: MSTR fromFile; MSTR toFile; OutputRetarge…
Try to define the enum outside of the class.
I feel like we’ve gone over this in the past, and the easiest and fastest method was: before merge: local oldObjCount = objects.count after merge: …
sure, glad to help.
this is a more efficient redundancy check: fn IsRedundant A B C thresh:0.001 = ( local v1 = A – B local v2 = C – B local d = dot (normalize v1) (n…
fn filterRedundantPoints pArr = ( local filtered = copy pArr #nomap local p = 1 while (p < filtered.count – 2) do ( local a = filtered[p] l…
yeah fair point, do it like that.
Well, the first and last points are obviously not redundant. You can add the first point to an empty array, loop N-2 timers starting with {1,2,3} up …
assuming points A, B, C where B is between A and C fn IsRedundant A B C thresh:0.001 = ( local v1 = B – A local v2 = C – A local d = dot (norm…
iaoai: 1399508779607L – 1399508769673L “L” is great,it hacks the limitation of number vaild range,but I look through maxscript reference can’t find…
This sounds like an internal maxscript issue then. To get a stack trace you need to catch the exception on the c# side. Since there is no exception on…
Is it just the instantiation from maxscript that’s throwing the exception? You can check by adding a static method in the c# class that instantiates a…