Thanks for helping this out. I was hoping there’s some better or more elegant way of doing this. Accessing the Paramblock definition really doesn’t se…
That’s a good way to keep scripts written in a consistent way! Thanks!
ok nevermind i figured out all of them.
Hi thanks ZeBoxx2. Too bad, I’m stucked with 3ds max 2008 >.< Well now I just had to insert that xxnode.isSelected as a condition check for ca…
Thanks JHaywood. I had thought of that solution as well. Of course it would work perfectly. However, the struct becomes so name dependent that you a…
I can do it in a dirty way by assigning btnStored to the tag of btnTest so that i can still access it using event handler. btnTest.tag = btnStored b…
on btnLoadMaterial pressed do ( tempMatLib = loadMaterialLibrary “<Your Path>” $<Object>.material = tempMatLib[“<MaterialName>”…
The Map #1,#2 etc are probably your submaterial’s name that you might have miss out to change in your multi/sub material or submaps inside other mater…
Am i right to say that this is the procedure that is possible for you to take to solve your problem? Reading all material info that’s been used insi…
Good to hear that. Here’s something similar that i had written quite sometimes ago. Hope it helps to give you more idea on how to get your skin tool t…
<vertex_bone_integer> is just the index for the bones array that’s affecting the vertex. For example your vertex skinning array might be [1][50]…