You can use weak references. The article looks confusing but it’s pretty simple. What’s cool about weak references is that even if the object is re…
I can think of a few different things to try. Use AnimateVertex to add a controller to the vertex. Use a change hadler on the target object. Simp…
If you set position after rotation it should work. I’m not entirely sure why setting the rotation value moves the object other than saying rotations i…
I’ve been using this quite a bit. I really like it. One feature that would be really nice is Import Regions from Object. Sometimes I forget to save th…
Well in my case the spinner was labeled “IK-FK Blend” so I just searched for that in the source. But I guess you could do this on the rollout: roll …
I did this a few days ago with the value property. You could use custAttributes.getDefSource <attrib_def> to see the code. Then access the rang…
Do you have a DWG file that imports properly with the GUI but not the script that you can share? The files I’ve created work fine in both.
If you are only interested in the geometry you can try using the mesh methods. NewMesh = Mesh mesh:$.mesh NewMesh.transform = $.transform Alternat…
viewport.ZoomToBounds false selection.min selection.max That works for me in Max 2011 and 2013. Maybe you can explain what you are trying to accompl…
Well first of all “node” and “mesh” are reserved words in MaxScript. You should change those variables. Second, it seems that gw methods only work in…
How are you setting rotation? I can’t reproduce your results. I get a small curve no matter what I do.
@col-one, (You probably know this, but in case you didn’t.) If it’s not necessary to see the Editable Poly rollouts you can add an Attribute Holder m…
I agree that what you mention is important, but I don’t think that’s all you need. What I need is all the poly selection tools available in Editable …
@Kogen Okay I used this tool all day skinning some very complex characters. I gotta say, using poly selection tools to “skin” makes it go much faster…
@denisT, Of course I’m using #1, and I’m not even using a bitArray. In my defense my skin tools were some of the first tools I had ever written. I do…