semi off-topic… you know you can hold the ‘i’ key (default) to pan the viewport while working with things in that viewport, right?
mwouahaha… well, granted, it shows up if you do a search for e.g. ‘scripted controller this’ (13th result down in 2009) or better ‘scripted NEAR cont…
well I’m not quite ‘ZeBoxx’, but ‘this’ does actually exist inside script controllers. ‘refs.dependents this’ giving you everything you need, most li…
yeah, as I mentioned “wrote it a good while ago to play with pasteBitmap (3ds Max 2008 / AVG)”; no 3ds Max 9 for that. Essentially it just pastes the…
it’s a fair bit slower when you use the ‘high quality’ (bitmap texture with filtering) option… wouldn’t recommend it unless you’re only displaying the…
unless your preview area is as large as the rollout, that second line seems iffy The very slight difference in theoretical and practical aspects is …
whenever you encounter problems like that, try using the “print” function to print out your variable(s) to see what’s going on there. My guess is tha…
presuming these structs: Struct card ( someValue = 5 ) Struct hand ( cards = #() ) And one collection array: — where each ‘hand()’ is an i…
what is the underlying math for ‘close_enough’ anyway? The description is somewhat… vague. Last I knew “abs (dist1 – dist2) <= threshold” was the…
That tutorial page could do with an update, for sure… I think I pasted this elsewhere, but here’s what I use for 3ds Max 4-2009: ReadRegStr $DIR_INS…
Correct. The path here is just a string, not an actual bitmap reference. You could open the bitmap: myBitmap = openBitmap <path> and then ge…
aye, we shouldn’t be posting at 2am, Martijn as evidenced by my explanation stating “actually a PNG with extension JPG” and then using “thisisactual…
there’s a built-in function for that: fileType = getFilenameType <filespec> That won’t tell you if the file really -is-, for example, a JPEG… …
do you define that rollout outside of the macroscript scope? If so, that’s probably why. When you evaluate your script file, 3ds Max takes the macro…
you wouldn’t actually construct a ray for every vertex (even though that wouldn’t be particularly slow). You would only construct a ray once, for the…