I created GUP project with plugin wizard, but when it comes to build (guess what?) ta daaa: C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\…
here’s a much better way to do it.
I think getFacesUsingVert makes it unusable on middle and high poly meshes. see for yourself ( delete objects poly = Teapot segments:12 conve…
Well, you can create a sort of lookup table to speed it up. Didn’t test it in max, but hope you get the idea vertFaces = #() for f=1 to polyop.getNu…
Since you don’t modify topology you can get trimesh before painting and use it like that tri = snapshotAsMesh polyobj fVerts = getFace tri faceIndex…
if you know the face index of trimesh then you’re step away from getting a poly index by three verts indexes
qsort is what you need fn sortage2 input asc:true = ( local result = for i=1 to input.count collect #( i, input[i] ) local direction = …
It is better to create NodeEventCallback on rollout open and destroy it on rollout close. Now you destroy it and recreate each time cb01 is toggled. …
This should be enough for you to get started. If you find a way to reduce the amount of distance checks it could also be used with highpoly meshes btw…
Thanks, it looks really promising.
While loop should only run if both expressions are true, so you need to use and instead of or ( found = false for val in MultiArray while not found …
Here’s the example. I set Ctrl+Shift+RClick combination since it shows no quadmenu/contextmenu
and here’s the fpvalue. Not sure if it is useful, but it may help you pass some arbitrary data to c# side ( local source = “using Autodesk.Max; …
I’ve just checked it and it is indeed works ok with INode ( local source = “using Autodesk.Max; public class Test2 { …