Do I need to update something after object creation?
I just realized that the problem is not from the skin data, When I apply the function to the existing modifier in the scene, its work: #include <…
I’m just trying to do it with ISkin: #include <BonesDef.h> #include <modstack.h> #include <maxscript/macros/define_instantiation_funct…
So it seems ISkin is better, but as I said how we can implement functions like removebone with ISkin? Any library or sample in SDK?
Well, which one you prefer? I saw skinops used BonesDef, But about ISkin, I’m not sure it has all functions. for example removebone. Actually I’m loo…
Thank You!, but I think your first method is simpler.
Actually I was looking and prefer CPP method…
Klvnk: for(int i = 0; i < skin->GetNumBones(); ++i) { INode* node = skin->GetBone(i); Thank You! So the complete code would be: #includ…
Thank You! But now I got another error: — Known system exception — ######################################################################## — Addr…
It seems it takes more memory: for BoneId = 1 to BoneArray.count do ( BonePos = BonePoses[BoneId] if BonePos.x >= Val[1] and BonePos.x < …
I just updated my code with your suggestion: ( delete objects — clearlistener() gc() Time_Start = timestamp() Memory_Start = heapfree /* Fun…
“(k/BoneArray.count)” this is trick to update only last one? Nice!