Maxscript is not dead because of two things. It is one of the best way to learn the structure of 3dmsax. And it leads the user to make things as autom…
Note that much? It can make things almost realtime, so it’s a huge improvement. For a realtime tool every second or fraction of a second counts. And i…
And how much faster the new with polyop than the original with modifiers? (Just courious. I can’t test it right now since I’m not at home) :rolleyes:
Despite it’s really old, it’s still pretty fast. If we take into consideration that it uses old methods, it’s a really good job.(modifiers in this cas…
I have just run through the code you shared and I think the proboolean or procutter might be a better solution. I would give them a chance if it works…
I’m sure you can! The only thing that may ruin the performance is the bottleneck of maxscript. So at a certain point it will be real-time, and after t…
Undo off can really speed up things. Predefining arrays and their sizes also can gain you a few performance. (Mapped functions are really good perform…
The shortes path would need all the path lengths to be compared, so it would need a pretty high computing power on large meshes, however there must be…
It’s pretty funny (and really interesting), how different ideas met in this code… Many people many ideas and a complex solution for every certain …
This method works only with simple loops. If the two vertices does not share the common loop than this method will fail. That’s why it would be good t…
If we have to think in quads, (why not? It’s pretty common isn’t it?) It makes things much more simple. (And in the example we have a quad topology) …
I have made a simple mid edge selector script for mesh cleanup purposes, and I pre-cached the polyop method and predefined the array as well as the co…
I think the get A using B methods are slow for the same reason. What happens when you try it with undo off? My experience is when you are using one of…
Ok I think I have found a solution for this kind of problem. The main problem in this scenario is that you have to think in steps and not in distances…
Ok I have another idea. If you start expanding a selection from a vertex, than sooner or later you will reach the designated target. You just have to …