Tagged 'General Scripting'

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

...

...

Detach

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

thank you

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

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Is everything alright with the site and its owner?

Lately it seems to have more issues. Had error pages for every link recently, searching by tag occasionally displayed unformatted page, people claim registration and password reminder doesn't work at all.
I just hope it's not the beginning of the end.

The Editable_Spline script consumes all available RAM - any help would be greatly appreciated

I'm using this code to remove all spline segments outside a certain object; however, on complex splines, it consumes all available RAM immediately and crashes 3ds Max.
Is there any way to make it significantly faster and less memory-intensive?
Appreciated in advance

(
    fn getMeshBoundingBox2D obj =
    (
        local bbMin = [1e9,1e9,0]
        local bbMax = [-1e9,-1e9,0]
 
        local t = obj.transform
        local vCount = getNumVerts obj
        for i = 1 to vCount do (
            local p = getVert obj i * t
            bbMin.x = amin bbMin.x p.x
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