sinokgr
@sinokgr
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Joined: Feb 15, 2024
Topics: 19 / Replies: 146
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RE: Matrix3 to string and back

@lo I have a couple of worries about the single file solution. It’s harder to delete/add/rebake objects from the file etc. If an artist needs to delet…

11 years ago
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RE: Matrix3 to string and back

Yes, I suppose it’s the controllers but I most of the rigs are quite complex. There are no time change callbacks in the scene but I’m afraid in order …

11 years ago
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RE: Matrix3 to string and back

I’ve tested the following code, to a relatively small production scene with two rigged tanks from our latest job. ( objs = for o in objects where…

11 years ago
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RE: Matrix3 to string and back

The problem with this version, is that max has to calculate the whole scene for every object which is dead slow.

11 years ago
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RE: Matrix3 to string and back

I suppose I didn’t make myself clear, sorry for that. I’m saving one file per object. In that one file I store all the animation for this object. My…

11 years ago
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RE: Matrix3 to string and back

I’m saving animation data for a batch of objects. Since it’s animation, I’m saving for every frame one entry per object that’s why it was easier to ha…

11 years ago
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RE: Matrix3 to string and back

Hi again, I run into a problem. I’ve noticed that I can’t have more than 500 files open at the same time. Is there any way I could increase this numb…

11 years ago
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RE: Matrix3 to string and back

Yeah, I did a small test. thank you very much!

11 years ago
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RE: Matrix3 to string and back

So, I suppose you advice me to find a way to save my data in Binary format? (using something like this? )

11 years ago
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11 years ago
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RE: Matrix3 to string and back

Hi again, I think I understood how your code works. You convert the value from float to an integer bit value so when you save it, you don’t lose any …

11 years ago
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RE: Matrix3 to string and back

Hi lo, Thank you very much for your detailed reply. I haven’t really worked with bits so I’ll try read/understand how to use them. In terms of the m…

11 years ago
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RE: Adding a number of spinners to a custom attribute

Try this one spinsCount = 10 myCAstr = “attributes mySpins ( ” myCAstr += ” parameters main rollout:spins_rollout ( ” for i=1 to spinsCount do myCAs…

11 years ago
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RE: Modifier name resests after scene re-opens

Damn he’s right! For some reason “UVW Mapping add” and “UVW Mapping Clear” reset to defaults every time you re-open a scene. Instead of going with th…

11 years ago
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