Ok, just to make things clear. I understand the VNormal class (almost all except the strange thing inside the FindIndex method). I know that its doing…
I understood that VNormal has the calculations for tangents, But I don’t see any method here to get the tangets per vertex… I only see a method to get…
I though about it, but I don’t understand the GetTangentBasis( int faceIndex, int vertIndex, int faceVertIndex ) method… its needs a faceIndex, vert…
Ah, ok, thanks. Btw, do you know a method to convert from tvert index to geom vert? I see that in NormalMap sample its using some “magic” FindIndex th…
This is for something internal for some deformation in tangent space one more problem is that calculation uses 3 verts, 3 tverts, … but I’m doing it …
Do you need that Point3? Its an example from my plugin. #include “maxscrpt/3DMath.h”
Here is a peace of code from my SPH simulation for scripting plugin Value* SetupParticles_cf(Value **arg_list, int count) { check_arg_count(UpdateP…
cgneuling: I have tried now this code for a one dimensional array. But it doesn’t work either. 3ds Max closes when i call Test(5);: def_visible_prim…
I’m not sure why, maybe bad implementation I can’t test it right now, but there is another solution to use 1D array is 2D… basically you write the ar…
Float:: not FLOAT:: USE THE 2009 SDK CHM
#include “MAXScrpt.h” #include “Numbers.h”// for handling of MAXScript Integers and Floats #include “Arrays.h”
nodes = Execute (“$”+edittest+”*”); nodes[i] – wall i select nodes
That’s interesting, Thanks, I’ll have a look Looks like a nice solution as its using all the edges. One thing I see here is that the matrix will not …
I think I found a similar problem with solution here: