When you create with .mesh it’s only a mesh in memory. It can be more stable to create a node and work on that. Note that I delete the node when done,…
Serejah’s results, returned a different answer than mine and denisT’s. But the scene is 1000 boxes on top of each other, so it’s hard to tell which is…
@denisT Mine is only 2x or 3x slower than yours. So I’m getting better. I was focused on using little memory because I thought that would make it fa…
I’m interested in the results because I have a lot of rigging tools like Select Opposite Limb, Mirror Pose and they all are based on finding a common …
@gtafan All of your code examples work for me. Maybe try not using the word “node” as your variable since it’s a reserved word in global scope. Withou…
IcyIcicleofIce: my uvs are already unwrapped. They are the correct scale and everything, I am literally just trying to stack the ones that are commo…
When you create a modifier Unwrap_UVW() it is not automatically applied to any object. So before you can use modPanel.setCurrentObject do addModifier …
How old do you need? quatToEuler2 was added in Max 2008 and the AVGUARD extension package is still available on ScriptSpot back to Discreet’s 3ds Max …
Try using quatToEuler2 instead of as EulerAngles. It may give more predictable results. You could also try getting and setting the curve values inste…
@denisT Sorry for the confusion. I asked a programmer at work what a function passed as a variable was called and he said a Pointer. But doesn’t matte…
Here it is with rotation support. The real head scratcher is Point3 controllers. If you have X key selected all YZ also return that they are selected….
I was inspired by your code denisT. This acts more like the Maya edit boxes. Edit time on the left, edit value on the right Just putting in a number…
That is the proper way to check. Also, for a planted key check Join To Previous Key (ikJoinedPivot).
The easiest way is to use a Point3 controller to control Yaw, Pitch, and Roll instead of a Float controller. I say easiest way, but I actually don’t k…
obj.transform * inverse obj.parent.transform