PolyTools3D
@polytools3d
New Member
Joined: Feb 14, 2024
Topics: 17 / Replies: 1674
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RE: dotNetObject:Autodesk.Max.Wrappers.Interface Error

I don’t get any error in Max 2020.2

6 years ago
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RE: Addmodifierwithlocaldata

( delete objects b1 = converttopoly (box isselected:on) b2 = converttopoly (box pos:[50,0,0]) mod1 = edit_poly() mod2 = edit_poly() addmod…

6 years ago
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RE: Addmodifierwithlocaldata

Yes, it seems it does work.

6 years ago
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RE: Addmodifierwithlocaldata

It is documented now: Node Common Properties, Operators, and Methods addModifierWithLocalData <destnode> <dest modifier> <srcnode> …

6 years ago
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RE: Converting simple renderer script to max sdk plugin

I see wat you mean. There seems to be some differences between Max versions. While in Max 2016 you can turn the preview on/off works while playing an …

6 years ago
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RE: Converting simple renderer script to max sdk plugin

If you want to turn the monitoring on/off without stopping the animation you can check if the animation is playing and only call completeredraw() if i…

6 years ago
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RE: Get material unique handle

Who, me? No Denis I really don’t mind. But the OP stated: Codi: The only solution that I can think of is adding a custom ID property to the ma…

6 years ago
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RE: Get material unique handle

Another thing that come to my mind (I am thinking loud here), could be to get the reference nodes using each material and use their inode.handle to cr…

6 years ago
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RE: Get material unique handle

denisT: hmm… no scene objects but scene materials exist. Yes. That’s why I suggested cleaning the array up before saving the scene.

6 years ago
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RE: Quick Question (check how well you know 3DS MAX)

I thought you actually knew how to get them.

6 years ago
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RE: Quick Question (check how well you know 3DS MAX)

This is very tricky. If the stack is pinned and the selected modifier is a shared modifier and there are no objects selected I can’t figure out a way …

6 years ago
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RE: Get material unique handle

That could be a reason. Didn’t know the artist could create new materials or delete old ones.

6 years ago
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RE: Get material unique handle

We don’t have to do this. It was just an idea to avoid saving data with the scene (as mentioned by the OP).

6 years ago
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RE: Get material unique handle

How about working with the sceneMaterials array? Cleaning it up and sorting on a pre-save scene callback and then using the indexes as IDs?

6 years ago
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RE: Converting simple renderer script to max sdk plugin

So, all the objects will be dynamic (animated or not), including the lights right? Well, you need to do all the tests considering the worst case scen…

6 years ago
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