from pymxs import runtime as mxRt material = mxRt.Selection[0].Material print(material)
The first thing I would recommend is printing out all the nodes in objects in your event handler, to confirm there is not something weird going on the…
The animation save and load is very very fussy. As you have saved off data for a specific set of objects, it would seem you need to try and load it ba…
Mesh to bone or bone to mesh, either way that is a dependency loop if the mesh is already skinned to the bone. This is not just a limitation in max, b…
I am not sure on the specifics of how you would do it in c#, but I have written code in python to communicate with an existing max instance, sending i…
Out of interest, what game engine is it? The problem with hiearchachly linking a mesh to the root of the hierarchy it is skinned to is you will end u…
What ever game engine you’re using that requires the root to be a child of the skinned mesh is probably not worth using. If you want to continue down…
Why would you need to link the root to the mesh, which is skinned to the root? Seems more a case of you are trying to solve your problem incorrectly.
got a chance to actually test it out: DotNet.LoadAssembly “System.IO.Compression” zip = DotNetClass “System.IO.Compression.ZipFile” result = zip.Extr…
You can try and use dotNet: docs.microsoft.com ZipFile.ExtractToDirectory Method (System.IO.Compression) Extracts all the files…
It’s all in the documentation: setKnotSelection -shape -spline_index_integer -knot_index_array -keep: boolean weldSpline -splineShape node -toleranc…
It’s 2017 help, but should be the same from then onwards:
Get the selection set called “FOX” using the documentation I linked. Create your light. Set the selection set as the property: Untested as I am on my…
Find the objects in the selection set and add them via the normal functionality. You can iterate over a selection set the same as a normal array