[edit] , my answer was irrelevant.
by using the 3dsmax c++ SDK.
yes it’s possible. you can use the distance function, select objects within the distance X, then apply some falloff to the selection value. Distance …
thank you! It works perfectly now! I implemented it like you said. example: Point3 ang; QuatToEuler(objTM,ang,0,false); mprintf(“RadToDeg: %f %f %f…
Hi again, I’m still out of luck. I implemented the code like this: AffineParts parts; decomp_affine(nodeTM,&parts); mprintf(“AffineParts q: …
hi again, thanks for the additional code! I modified it to include rotation. But something strange is going on, what I’m trying to do is to export a…
Hi, thanks for your reply, I was unable to make that work, is there a chance you could elaborate on how it’s properly used? thanks again.
Hope this helps you on your way… for(int f = 0; f < mesh->numFaces; ++f) { Point3 normal; Face* face = &mesh->faces[f]; for(in…
here’s some code from a plugin I’m developing. for (int f = 0; f < mesh->numFaces; f++) { pTVFace = mesh->tvFace[f]; Face face = mesh->…
try to include: #include <stdio.h>
Thanks for this tip, I honestly did not know that, this is very useful!
You can print to the output window in visualstudio. see here:
check the “mesh->invalidate…” functions. they rebuild the mesh after you’ve changed the things you need. EDIT: I saw now that you said you already…