I don’t get any error in Max 2020.2
( delete objects b1 = converttopoly (box isselected:on) b2 = converttopoly (box pos:[50,0,0]) mod1 = edit_poly() mod2 = edit_poly() addmod…
Yes, it seems it does work.
It is documented now: Node Common Properties, Operators, and Methods addModifierWithLocalData <destnode> <dest modifier> <srcnode> …
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 …
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…
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…
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…
denisT: hmm… no scene objects but scene materials exist. Yes. That’s why I suggested cleaning the array up before saving the scene.
I thought you actually knew how to get them.
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 …
That could be a reason. Didn’t know the artist could create new materials or delete old ones.
We don’t have to do this. It was just an idea to avoid saving data with the scene (as mentioned by the OP).
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?
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…