Does anyone else know how to make vertices keyframeable? EDIT: if it helps, the geometry in question will always be an editable mesh.
Fair point – I’m looking to animate the vertices of an existing object. Specifically, my plugin sets vertex positions on a specified scene object. Cur…
I do preface all my Put statements with “if (theHold.Holding())”, so there’s that at least. I’ve read the help files relating to Max’s undo/redo syste…
Approaching things slightly differently, I have gotten to this. Sometimes it works perfectly, but it is extremely unstable. Any tips would be apprecia…
I was just trying to follow the steps you had both given me, but looking back now I realize I was doing things backwards. At any rate, the function y…
Okay, I’m trying to put together what you’re telling me, but the function I am coming up with crashes Max. What am I doing wrong? INode *Snapshot(INo…
So as a starting point I’ve got INode *Snapshot(INode *sourceNode, TimeValue t) { TriObject *obj = new TriObject; INode *node = GetCOREInterface(…
actually the best is not sending of a certainly invalid pointer. which means you have ZERO it on scene any reset It seems that the simplest answer i…
Well I don’t actually store the node, just a pointer to it as a variable in the plugin base class like INode *myNode Then I have a pickbutton callba…
Well, I tested it (and it is clear), but noticed that if I create and store a node, then open a new scene in Max and run this function to check for th…
I guess I was thinking of IsValidNode in Maxscript terms. For my purposes here “valid” means a node which is a) not null and b) not deleted. And I re…