If by “safe” you mean to prevent another application to overwrite the Clipboard information, you should validate the information before pasting it, to…
Avoid any headaches working with the COM interface and simply use the Clipboard as David suggested. For what you have described it is more than conven…
How about: Object* obj = node->EvalWorldState(t).obj; obj->IsRenderable(); it should return TRUE if “Enable In Render” is enabled either in …
Here is a better example of working with float and double values. As you can see, cumulative errors are not minor and lead to very different results. …
3DS Max does support double float precision since a long time ago. However, as soon as you do some “real” stuff, everything is rounded to float. But …
Well, if you put it that way it sounds like terribly slow ;), and it is indeed. If you can compile a C# method it should be pretty fast tough.
Serejah: IBitArray is zero based so it should be like this I think. for j = 0 to IBitArray.Size-1 do Absolutly, I just realized it Here is a …
Here is a different function, which additionally is exponentially faster. ( fn IBitarrayToBitarray IBitArray = ( result = #{} …
Mmm. There might be a bug in the .Net wrapper, because this leads to very weird results. (Same results in Max 2014 to 2018) ( gi = (dotnetclass …
Serejah: I didn’t mean that your way of doing it is wrong. That’s just due my poor english I know, but the comment might be misunderstood by oth…
Just to clarify, the algorithm I’ve described does work. What does not work is the SDK method you are relying on to retrieve the clusters centers. You…
Hobbs: Awesome, i’ll give this a shot! Thanks for the help I’ve edited the previous comment. You need to use indeed the vertices positions inst…
The algorithm to calculate the position of the Transform Axis for the selected faces seems to work like this: Get the selected faces and break them …
There must be a way for sure, but I dont know of any build in function for this, so we need to figure out the weighing algorithm, which is different …
This returns the position in pixels of the “Transform Axis”: gw.transpoint (gettransformaxis $ 1).pos If you need the World position of the “Transfo…