I agree, it is unfortunate and I also agree with Denis’s idea. The Area does things like that in their forums and it works pretty nicely.
Try saving the preferred angles before assigning the VHTarget and then after you assign it you can assume the preferred angles, your IK will become di…
That is a Bethesda Game Studios Material plugin.
Figured it out. local uiForm = dotNetObject “form” uiForm.FormBorderStyle= uiForm.FormBorderStyle.none uiForm.Width = gw.getWinSizeX() uiForm.Height…
You can use a DotNet Form instead of Max Form. form=dotNetObject “system.windows.forms.form” here is really good info to get you started
— lets say this is your array curAr = #($IkControl1, $IKControl2, $IKControl3) — you can simply add it to a maxObjectTab by following the example yo…
Thanks for all your help Denis :), keep on kicking ass.
Are you making sure to select the mesh and its skindata? also skinUtils.ImportSkinDataNoDialog true false false false false 0.01 0 this has worked f…
The way i got about doing this (sry can’t post the code as it references way too many different lib calls and I just do not have the time to dig all t…
Humm the bone names are all different?
so you want the verts to stay attached to the pickednode?
Yep I work with Dennis you know him? I do not know Why my script does that I shall investigate!
Good stuff
Give this a try, I think your at time t was the issue or your update call, not sure. ( local SourceObj = $teapot001 local TargetObj = $teapot00…