Tagged 'General Scripting'

STICKY - Forum Guidelines

The ScriptSpot community is a place for professional artists, developers, students or others to come discuss relevent topics. Topics which are deemed inappropriate or inflammatory may be removed at moderator disgression. This is an open community, but it is not a place to air our differences - keep on topic and everyone will benefit from the collective knowledge here.

Content that does not adhere to the following guidelines may be removed or edited without warning at moderator disgression:

scripted simpleManipulator plugin displaing mesh

I have a simpleManipulator plugin which looks like this:

plugin simpleManipulator myManipulator
...
(
...

on updateGizmos do(
this.clearGizmos()
m=(createInstance plane length:length width:width).mesh
this.addGizmoMesh m 0 [0,1,0] (colorMan.getColor #manipulatorsSelected)
)
)

It works fine but I want to replace the plane by a diferent mesh. I have arays for vertices v and faces f but just replacing

plane length:length width:width

by

mesh verts:v faces:f

doesn't work.

A dynamically rebuilding Custom Attribute UI

Hi,

I am trying to build a dynamically rebuilding Custom Attribute UI in MAXScript, similar to how the standard Array modifier works.

More specifically, I want behavior like the Distribution rollout in Array: when the top dropdown changes, the whole visible set of controls below it changes immediately, the rollout height updates, and the rollouts below move accordingly — without leaving an empty vertical area, and without looking like a visibly nested subrollout.
I attached an example of the 3ds Max Array modifier UI showing the desired behavior.

2 object Normals

Hi Everyone

I have a question regarding normals for 2 selected object...

I have 2 objects selected with
modPanel.addModToSelection (Edit_Normals ()) ui:on

With all Normals selected for both objects now i want to have unify activated
and Unify/Break to Avrage box checked how can i go about doing this for 2 selected objects at once

I tried this but get an error
$.modifiers[#Edit_Normals].EditNormalsMod.Unify node:$Box toAverage:on
$.modifiers[#Edit_Normals].EditNormalsMod.Unify node:$Box1 toAverage:on

thanks in advance

UVW Map - FIT

Hi everyone.

curious how to activate "Fit" in UVW Map

so far I have this script next line i want it to activate "Fit"
----------------------------
for obj in selection do addModifier obj (uvwMap maptype:0)
$.modifiers[#UVW_Map].axis = 1
-----------------------------

thank you in advance

...

...

addmodifier$ (unwrap_UVW()

Hi

having some issues with this script if someone can help me would appreciate it

this is the example it is showing in max..
.normalMap normalList spacing normalize layOutType rotateClusters alignWidth

Layout type Back/Front
spacing 0.001
rotatecluster off

i came up with this script but cant get it to work.

$.modifiers[#Unwrap_UVW].normalMap spacing:0.001 normalize layOutType:Back/Front rotateClusters:off alignWidth:on

thank you

Detach

Hi have a question
how can i use a script to detach a polygon and give it a unique name?

thank you

Conform Script - Point Projection on Surface seems to work strange

Hi Guys, I allready got a great support from the Forum!!! Im working on a Conform Script right know which I plan to use as a modifier. The Problem at the moment ist that the Plane Projection creates strange placing of my vertices. Basicly I search for the three enarest Vertices fro every vertice in my Object. Then I make a Point Projection on theSurface.

fn checkNearestEdge SelectedVerticeID =
(
oV = SelectedVerticeID.pos
pairs = for o in refObj.selectedVerts collect #(length(o.pos-oV), o.index ) --pairs distance and vertexpos
qsort pairs sortByDist --indexes and sorts

TabIndex - dotNet controls and native controls

Here is the code below where I have two native buttons and two dotNet controls.

When you open this dialog up pressing tab should cycle through each button but it doesn't as they're two different types.

Is there a way around this? To even get the dotNet controls working would be a start.

try destroydialog dialog catch()
 
rollout dialog "Tab Index" width:200 height:100
(
 
  checkbutton show_bt "Button 1"  width:100 height:20 align:#center
  checkbutton btn_shift "Button 2"  width:100 height:20 align:#center
Syndicate content