looks very good, thank you for sharing
we had similar problem in our game engine, what we did was to attach the object to a box primitive, then just delete the box faces afterwards. we obv…
we cannot see the images you link to…
search for scripted “scripted plug-ins, Helper” in maxscript reference, look at the scripted helper plugin code. There is a complete example there.
we had some trouble with latest backburner too, but this was because we had newer client versions (upgraded rendernodes), and the manager server did n…
Ah, I did not notice, works now after changing that I’ll use time to understand how it works now, and see if I can implement it.
should this one run as it is? I get a error when running it. stops at line 23 for n = 1 to nodes.count-1 do str+= (nodes[n].name+comma) ———-…
awesome, thank you VERY much for this code. that was beyond my expectations. I’ll get to it tomorrow, and adapt it to this. Thank you again!
sorry, my bad, i thought you wanted to avoid the box showing up – and just save to the file directly. here’s how you set the name in the dialog: Temp…
Hope this helps: TempFilenameOnly = getFilenameFile (maxFilePath + maxFileName) fullPath = ( maxFilePath + TempFilenameOnly + “.md5”) print fullPa…
you can easily run maxscript code from SDK c++ plugin. There is a function just for that. ScripterExport BOOL [ExecuteMAXScriptScript](MCHAR *s, B…
it works fine in max 2012. So I assume you use a older version? I also had this problem in earlier versions of max.
TzMtN’s solution above (box selection in viewport) is a very good solution, thanks for posting this! Very neat trick. Here’s my contribution… (all th…