Thanks but thats still getting me the same result as the old method I was using, so if say we have a bone rotated via xform, I’m still getting the sam…
thanks, but could you explain a little more how i can use this, I looked it up returns local min and max. still unsure what to do with it for what I w…
not too sure if its changed lately or not but it works for me on vray materials.
You could try something like this, just make sure they include the missing bitmaps with the maxfile so u have a copy of it.
Nevermind guess I’m going about it the wrong way, it doesnt have points for end of meshes that are at the end of the hierarchy. Anyone have any other…
ok nevermind i should of been joining instead of appending thanks so much!! YOU’VE HELPED ME A TON DENIS!!
I think I need to somehow turn each one into an integer.
Thanks Denis, I found the way, but now I’m trying to use the result with skinOps.SetVertexWeights <Skin> <vertex_integer> \ ( <vertex_…
Nobody here likes skinops it seems? Everytime i mention them it gets quiet. :shrug:
Ok I managed to get the bones to add Ex: unweighted = #(“mEyeLeft”, “mEyeRight”, “mSkull”) for each in unweighted do ( bone1 = (getNodeBy…
Ok so I guess I need to get them as nodes, to add bones. And also get them as bone ID’s to add weight them to verts. Cant seem to get them as nodes …