As for cancelling a render – no, there isn’t any direct code that you could call. You can, however, detect the render progress dialog popping up and …
Well, it seems lame from a typical maxscript try/catch because when we tend to use a try/catch, it’s to catch any actual exceptions that might occur… …
try/catch is the way to handle actual pattern checks, near’s I can tell; quick search through MSDN shows them using that exact method anytime they’ve …
there’s normally no need to – and there’s really no telling what happens if you try to reload them; some scripts don’t like being loaded twice, others…
define “can’t get it to work”?
— Creates Main Shape for Character macroscript MainShape category:”Longtail Studio Rigging” buttontext: “Main Shape” toolTip:”Cre…
nope – you have that pretty much right. Unless you can inline the code from ‘SCRIPT#1’ into the macroscript definition (directly or via an include), …
Well I dunno about the former, but the latter – going back a frame printing everything up to the current frame – makes sense. In 3ds Max, particle sy…
Make sure you call ‘updateShape <shape>’ on the shape after any editing you do to the thing before handing things back over to max’s control.
sure… you end up with something like this ( except less ugly – it’s just test code ) rollout test “test” width:200 ( button btn_get “get selected …
not entirely sure what you’re after, but say you have 3 objects in your scene that you want to randomly pick from… select those objects, and… — ge…
either parse the source, or use the pblock definition? a = custattributes.getDef $ 1 <AttributeDef:test> custAttributes.getDefSource a “attrib…
nope – but you could temporary switch to the other viewport using ‘viewport.activeviewport = N’, then grab the bitmap, then switch back
Can’t put a fully interactive viewport in a separate window/dialog – the 4/3/2/1 that max allows you to see by default are the ones you’ll have to wor…
yep, that’s exacty how that modifier works Check out… macro: UI\MacroScripts\Lights and Cameras-CameraCorrection_Quad.mcr modifier: stdplugs\stdscrip…