nope – just not going to happen without a rewrite of 3ds Max’s viewport handlers As mentioned before – try stretching it across 2 screens. still pre…
you can actually put the display there using gw.setPos… or anywhere… but it’s still only going to react to mouse interactions in the original viewport…
I’d just ignore all that poly->mesh-> poly craziness and work with the vertex color data correctly. You’re right that it’s odd that there’s no …
well, there’s nothing stopping you from doing this per se… although via a slightly different workflow… get the selected node check if it’s a script …
I don’t even know how to do it with the legacy editor / older max versions, short of those directly created by myself via newScript(). Sure would be …
yeah, I don’t go by the manual too often Used the manual to figure out how on earth to access a particle view (it’s an actual scene node… of sorts… …
pView = particleFlow.OpenParticleView() pView.selected $Particle_View:Particle View 01 @ [0.000000,0.000000,0.000000] #($Rotation:Rotation 0Z @ [0.000…
No problem peaceman: modPanel.addModToSelection (VRayDisplacementMod ()) ui:on $.modifiers[#VRayDisplacementMod].texmap = Bitmaptexture [colo…
For the render output filename, you can use: rendoutputfilename = pathConfig.convertPathToUnc rendoutputfilename For point cache modifiers: for o i…
If these are mapped drives that can be directly resolved to their UNC parts from your machine, you can use… for m in (getClassInstances bitmapTextur…
looks like the search terms involved here are indeed far too popular… also, it saddens me that back in the day there used to be 2, maybe 3, tools for …
yeah, I don’t think you can render straight to animated gif. You could download one of many command-line utilities to turn a sequence of images into …
Can’t share mine, but yes – been there and done that by writing a scripted material plugin that extended a Shell material (it evaluates quickly) and o…
yes – the ‘problem’ is that they are ‘created’ by the map plugin itself, and script code can’t invoke them on a scripted texture map plugin. Replacin…
I don’t think you can. Unless the curve you use is very simple (only an end point and start point, no key changes, etc.), you’re going to be stuck. …