Copy the following into a new script. When you run the script you simple pick an object from the scene and it will be filled with 100 ‘stars’. If yo…
You could use mix materials which lets you mix two materials together using an another material as the alpha…
Just a thought, stab in the dark if you will, but do you need to turn on map support and adding some map verts for channel 2 before adding the modifie…
try this: global theObject, clickno global pickedFaces = #() theObject = selection[1] clickno = 0 fn pickFaces msg ir obj faceNum sh…
I would sugesst taking a look at the polygon counter macroscript (in the UI/MacroScipts folder). You can extend the displayed text to include: ((($.s…
Perhaps getting all the verts from the edges at the bottom of your building as an array, then looping through each one, raycasting in the -z direction…
or this output_file = createfile (“c:\dummys.txt”) –output to path for h in helpers where matchPattern h.name pattern:”Dummy*” do format “…
Snap! Do I win £5 ?
macroScript LightTools category:”Light Tools” toolTip:”Turn all lights on/off” icon:#(“Lights”,3) ( lightsOn = true on…
Hi! If you can, try converting the objects to Poly, then you can use: polyop.getFaceVerts <Poly poly> <int face> which will return an a…
Have you tried using the slice plane tools? also here:
Yeah, I can’t stand the flickers either, but it’s MUCH faster than waiting for the verts to process in SO mode…
Editable_Poly is much much faster at processing the verts when in SO mode… Ah well. I’ve bunged in a workaround involving setting subobjectlevel = 0 …
Here’s the code, in this version it loops from 1 to the number of map verts rather than a bitarray: arr1 = #(“r”,”g”,”b”) arr2 = #(1,2,3) …
The loop is through a bitarray at the moment, though the speed difference is not noticable, we’re talking a few seconds for Editable_Mesh sub-object m…