you can also try with the reference tree
what about using the subAnim tree?
what about adding the node to the default layer, hide the node and then adding back the node to its original layer? theNode=$sphere001 currLayer=the…
good to know, it’s a shame it can’t be done in latter versions, because most of the code i make uses stuff that only works in latter versions of max.
Use 3ds Max 2018, seems the fastest one to load
Lol that’s right, it’s in the avg_dlx.cpp and yes it uses the same animatable functions to do the job
You have to create a class derived from AnimEnum, and use the proc function to collect the classes. Here is an example but i used the Animatable::Enu…
i dont find a similar function of getClassInstances in the SDK, but reading the reference of maxscript that function uses the Animatable::EnumAnimTre …
There is a function in the class Animatable that you can use to get all the animatables, then you can iterate in those animatables comparing the Class…
Alright, in that case you can iterate through all the nodes and materials in the scene and see if they are Stand-Ins, those are the ones that max uses…
so you are trying to get maxscript globals to be used in the SDK? or C++ globals?* If it’s C++ globals the only thing that you can get with the SDK a…
I gave you the solution in my previous message already lol. Remove the #unique in the last line of the code where you add the preset
Alright, now i can see what is going on!. You have an asterisk at the end of CustomAttributesPresets so that’s why i didn’t get the error. Without the…
yes, I did what you said and no error was prompted.