Hi iker! Haven’t touched skin that much… but anyhow: skinOps.GetVertexWeight <Skin> <vertex_integer> <vertex_bone_integer> Return…
Hi Kevin! I’ve had problems with something similar. Test this; Unckeck “Time Configuration” / “realtime” and ALSO “Loop” and then set your time time…
Hi Andreas As far as i know, alpha channel from PSD hasn’t worked ever in Max. It doesn’t matter if you save in PSD compatibility mode or have one o…
Hi Lena. I haven’t used handle that much, but it should do what you need: — select first teapot with name “teapot” manually… then evaluat…
Hi Renato! Mihai already pointed out that you have to address morph and other object’s transform using subanims which work like arrays. I don’t know …
Rob: Nice to see you figured out how to do it and it works for you! It would be a lot less trouble if always_deform just worked the way one would exp…
Having a lunch break… That seems to be the case. I’ve come across something similar earlier, but don’t remember how i fixed it then – but here’s one s…
Rob: “Perhaps they work in the capacity your scripts needed them to or you didn’t notice it wasn’t working properly” That’s what happened. I haven’t…
I don’t think that will cause it. You can have no object selected and be in other tab than modify for this to work. I just tested it.
Rob: Hi there. I’m not sure if this is any help, but here it goes. Which version of max are you using? I tried this in 2008 and 2009, s…
I would second what Pete said. Learn to use float script controllers. Expression controllers have their own syntax, which is bit different from max sc…
Hi Rick. I don’t have direct answer to your question, but i think your code looks hard to read at least for me. I’ve personally used something like t…
Hi Rick! Did i understand correctly – You need the center of biped bone? If so, you don’t need biped specific info. Just use $.center, which will gi…
Try it now. Fault was that “my_axis” ones should have been “my_v1” and “my_v2” and there was one “$” instead of “$plane”. Try it with 4×4 plane which …
Aaa… That’s bit different. Now i got it. You don’t want to move in normal’s “space” but something different. I take it this is related to vertices on …