I guess I find it hard to treat Light nicely after what he has done in the past but I’m going to try not to bother from now on.:shrug: CML
Well it has not happened often but it’s kind of hard not to post in threads you do since you spam every other thread in the maxforum about your tools….
Well Martijn, sorry for the bickering. I’m trying to help the initial poster or anybody else who is interested in getting a vertex normal. Light- Tha…
Well that is exactly what I was saying! Read my posts again dude, you are too much
The reason it works on a plane is that all the faces of the vert is pointing in the same direction. Anything else than that will return false. Good lu…
Make a box, select one of the corner vertices and run that code again. If you’re on the same planet as me that should return false. CML
Erm ok…I suggest you try it and check the resulting vector, then normalize it to see if it’s different. I didn’t mean to make you look bad or anything…
Light – I’m sure he has no problem with getting more info, maybe he wants to compare the normal to the view or something. That would seem to work…unti…
A few things I’d like to add to lights example: When you use polyOp.getFaceNormal sel i you will get the normal in the objects local coordinate system…
Hi xcx, you will need to get the facenormals of the surrounding faces and average them by adding them all together, then dividing by the number of fac…
Hi Andreas, here is one way you could do it: global temphidden temphidden = for i in objects where i.ishidden == false and i != $ collect (hide i …
Hey ApocX, to access the spinner values directly the spinners needs to be in the same rollout as the button. Good luck, CML
Hi EverZen, sounds like an interesting script. I don’t have any direct solution right now, it would be easier if you posted the code that you think is…
need some letter here too…
Well I finally today figured out what was causing the crashes. I had delete theSpline happening in an undo off context, wich was apparently not a good…