JHN: How english would be such a prettier language, if we could fit in all the nice dutch subtleties… Do you mean… English would become ‘gezelli…
#postRender should work, but keep in mind that all of the nodes rendering any bit of the sequence will have #postRender called once done – could check…
whoops. yes Can be any number, btw – animationRange.start / end just correspond to your current animation range’s first and last frames. If you jus…
something like… f = createFile “c:\ emp\\exportfile.txt” startFrame = animationRange.start endFrame = animationRange.end format “frames % ” (end…
didn’t spot anything myself beyond temporarily adding another modifier just above the one of interest, a modifier of which you -can- get the selection…
there’s probably easier methods (a $.renderMesh, perhaps, but that certainly doesn’t exist | or some secret ‘snapshot as mesh’ option that takes the r…
rollouts and their UI elements aren’t really part of the custom attribute data – just of the definition; the UI is entirely for display and user inter…
It’s because it’s not actually 124… neither are, but at least one of the two matches regardless formattedPrint c “(color 0 0 124.00001)” formattedP…
something like this…? Just hook the appropriate script up to the keyboard shortcuts in the Customize UI menu macroScript modPanelUp category:”modPa…
Might want to review the previous thread on this subject: Looks like inode.handle (not just .handle) may not be unique if you merge/etc. The only w…
alright, we can take this from the top a bit and see where we end up Keep in mind that the blue text below is output from the MaxScript listener – i…
Sorry about that… missed that post. Uhm… I think that bit is referring to vertex colors / vertex illumination values? Whole ‘nother topic… Cas…
Make sure that those three materials are part of a Multi/Sub-Object material that is actually applied to the object. If that is already the case, mak…
Correct. The face would have to use a single material – for example a Blend or Composite material – and use a map/multiple maps to blend between the …
For materials you’ll be looking at material IDs. Material IDs are specified per-face (no blending there)… getting a face’s normal is a single call so…