How to save nested arrays variables with the scene?


I wrote a script for handling multiple scene setups for rendering by storing multiple properties and their associated "objects" in variables that I store in a rollout of a custom attribute. It saves with the scene and it works pretty well as long as I don't close the Max session.
If I close and reopen Max I think what happens is that the rollout gets opened and so reset its local variables. Damn...
I don't want to use params because that means I have to split somehow every properties by type and I was avoiding that thanks to the fact that arrays can contain any type of data.

Basically I was storing in one array the array of property names first and property values second like that

objProps = #()
for obj in Objects do
names = #()
values = #()
for i in getPropNames obj do
append names i
append values (getproperty obj i)
append objProps #(obj, names, values)

(sorry I don't know how to add TABulations)

is there any way???


Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
6ill9re9's picture

Thanks! I know about these


I know about these renderPass scripts and they are great but a lot too generic and complex to use for my staff...
I am trying to do something quickly customisable for each project, thats why I am looking for doing my own functions to store values and controllers...

I am actually close to success, i did a function to turn the classOf a property value into a type:#name of parameters... I wonder why it doesn't exist natively... like a typeOf()

I am again bumping into a wall with that last issue, if a value is undefined, that means has not been set by the user it is impossible to know the type...
for example I usually have nothing in #adv_irradmap_saveFileName so if I getProperty of that it outputs undefined but if I try to setProperty to undefined I get an error.
I would like to set to something empty, like ""for this property but I can't test if it is a string without trying every type of value...

I can do a specific workaround for Vray and for now but I would like to make it more generic to be able to tweak future version of this pass manager and keep it as simple as I can on the user side...

Any clue on how to guess the type of an undefined value in a defined param ?

pixamoon's picture


hey, just sent you an email, but quickly you are on very good track.

TsveTan's picture

write/read your parameters

Write the initial settings for a given control to a file and when you open the rollout read these settings (setINIsettings..., getINIsettings) or use custom attributes as miauu suggested.

miauu's picture


Use Node User-Defined Properties and Methods, or Use Custom Attributes.

To add tabulations put the code between "" "code here" ""
without the quotes.

6ill9re9's picture

I probably don't understand

I probably don't understand properly but my understanding of user props is that it is limited to string.
I am currently finding a work around with strings in a custom attribute as parameters since it seems to be the only way to have it saved with the scene and not reset with new max session. I am r ally looking forward to understanding better but such short answer is hard for me who has no coding background and is struggling with the lingo of the help files.

pixamoon's picture


You can use Custom Attributes as Miauu suggested.

But to store mixed array as u want is not that easy.

Start form example:

What you need to do is create Dummy, put it on some safe layer zzz_Scene_Paramiters and hide. (just named it as you want to)

than run this:

a = attributes yourData
	parameters yourParam
		yourArray1 type:#intTab tabSizeVariable:true  
		-- only Integer values can be stored in that array
		yourArray2 type:#stringTab tabSizeVariable:true  
		-- only Integer values can be stored in that array
		yourArray3 type:#nodeTab tabSizeVariable:true
		-- only nodes can be stored in that array or use #maxObjectTab
		-- etc
custAttributes.add $Dummy001 a

than you can access it by:


more info:

Hope it helps,

6ill9re9's picture

that is what I am trying to

that is what I am trying to do right now but it is a hell of complexity... always bumping into walls of special case...
for example storing/restoring VRay setting with array is as simple as:

Vrender = renderers.current
propNames = #()
propValues = #()

--Get Vray Properties
for i in getPropNames Vrender do
val = getProperty Vrender i
if val != undefined then
append propNames i
append propValues val
--Set Vray properties
for i = 1 to propNames.count do
setProperty Vrender propNames[i] propValues[i]

I am about to give up setting CA since converting string is limited to certain classes only. Converting some superclass like "filter" doesn't even seem to be possible

I am not yet giving up but...

6ill9re9's picture

How do you insert maxscipt

How do you insert maxscipt code in your post?

pixamoon's picture



to post script here do that:


just without underscore _ in <_code_> and <_/code_>

pixamoon's picture


to save render setting in scene, take a look on:

or one more thing...

converting string back to different type of variables: (boolean, color, Point2, Point3... etc) you can use just:

a = execute ("color 10 10 10")

or even to Array with different types inside:

arr = execute ("#(12, true, [10,10,10], color 10 10 10)")

this way u can even store it as string in dummy with Node User-Defined Properties

-- to save it:
setUserProp $Dummy001 "prop1" ( (color 10 10 10) as string )
-- and to get it back:
a = execute (getUserProp $Dummy001 "prop1")

One thing you can't story this way is node or arrays of nodes
(include / exclude)
for that you can store node handles (obj.handle) or store them in #nodeTab array

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.