Ah yes… I was assigning $.mesh to variable rather than a copy of $.mesh, which is the way to go.
Another solution is to query the trimesh value: getNormal $.mesh index where $ is your editable poly and index is your vert number. It’s slow in lo…
Can I ask what it is you need such accuracy for?
They are not “random” and they are not “magic” numbers, as I said they are rounded numbers reached by the rounding scheme in single precision float. …
so whats wrong with internal calculation of Max The answer is nothing. You cannot properly mimic real numbers with floating point numbers, what you…
I’m no expert with floating point stuff, but I don’t think you can accurately represent those numbers with single precision floats. :shrug:
I think what you’ve discovered is the inherent accuracy problem of using floating point numbers, it’s not Max’s fault.
how about this? $.modifiers[#Edit_Poly].ConvertSelection #Face #Element edit: ok I see you want to keep the modifier panel shut. There’s: [b]$.mo…
I dunno, I bet you haven’t found the schematic node based material editor either.
It’s been there a loooooong time… I couldn’t actually remember what it was called, took me a while to find it!
Try “Time Slider Capture Toggle” in Customise>UI
Whoops, I deleted the wrong duplicate post… edited this one to reflect your original post.
Clone the objects and attach them together. Add a skin wrap to the newly attached object and add the original objects as a drivers, very low tolerance…
Things may have changed since I last tried something like this a few years ago, but at the time there was a problem with welding spline verts in a loo…
Just for the record Max offers it’s own solution in the projection modifier, which can be set to project vertex positions. It’s much faster than any…