MiranDMC
@mirandmc
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Joined: Feb 14, 2024
Topics: 21 / Replies: 69
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RE: Groups break and weld functions – optimizing

Yes Denis, exacly that I had doing: Group indices updating function: function removeWeldedVerts verts welded = ( if( (welded.count > 1) and …

15 years ago
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Replies: 5
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RE: want to understand that paragraph

Yes, bits flags are counted from left to rgiht. Offen you can read about flags 2 4 8 16 32…, becouse of: 0001 is 1 in decimal 0010 is 2 0100 is 4 1000…

15 years ago
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RE: want to understand that paragraph

It’s rather simple. You should read somewhere what flags (bit fields) are. For example we have 4 bits variale (number that can be 0-15) Now each bi…

15 years ago
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RE: Aligning object to UV'd face?

Another idea: Get vector based on face center and first corner possitions. (normalize it?) Do it in UV and in scene space. After sudivide (or somethin…

15 years ago
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RE: Aligning object to UV'd face?

I get it now. Try get UV map verts for each vertex of polygon. Then compare they all to get two with most top position. That you will know where the a…

15 years ago
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RE: Aligning object to UV'd face?

I don’t know what you exacly need, but I can tell you how to access to UV data. First you need to check is the UV channel you will use is exsists: i…

15 years ago
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RE: Not in numbers below Calculate

I not understood what exacly you mean But I see you want to calculate 3100+2450 given as string (drop down list position). You can use “execute” func…

15 years ago
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Replies: 2
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RE: how to know how many isolated vertexs have the object

I have another isue: You can use getIsoVerts <mesh> method. It returns bitarray. To get count of isolated do: isoVertsCount = 0 isoVertsBit…

15 years ago
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RE: Select all vertices in obect & weld

Use this function: meshOp.weldVertsByThreshold o.mesh o.mesh.verts 0.0001 to weld all vertices in o object. 0.0001 is weld treshold… EDIT: You hav…

15 years ago
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RE: meshOp.breakVerts problems

I working on game meshes exprter. I need this to optimize count of vertices to export:

15 years ago
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RE: meshOp.breakVerts problems

:surprised Amazing fast and no errors. Thanks so mutch. Why I didnt think before about checking face’s indices. Very clever. And I did’t know that set…

15 years ago
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RE: meshOp.breakVerts problems

Yeah, this way is more memory and time saving, but it still makes unknown system exeption. Maxscripts marks meshOp.breakVerts as source of error. It h…

15 years ago
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