Basic programming skills, need help for poly edge detection
Hi, I'm currently in the middle of a project and I've made a little script to help me make windows(rectangular). Essentially I made a rollout and some if statements to extrude some poly. I start with a lot of individual polys (planes) and I use mat IDs to extrude and bevel my way from a flat plane to a simple window.
What I want to do is add an option for a brick arch above or a window sill below. Thinking if a loft/sweep object. So before I make my windows I would like a script to select the top edge and bottom edge and make a spline and sweep it, perhaps a FFD box to extend it past the limits of the original poly verts. The problem I have is when I record a script, it records the edges selects by number, and the numbers are all different for all the different polys' edges.
At this point I am thinking that I need to start making arrays and storing objects and looping for each face and doing comparisons? Which I might have been able to do AGES ago but atm not so much, so does anyone know if there's an easy way to select 'top and bottom' edges on a poly for each rectangular poly?
Also a BIG feature once I have a top and bottom edge and side edges, would be to connect them together for mullions,
Any insight greatly appreciated,
Andrew
Comments
http://www.scriptspot.com/3ds
http://www.scriptspot.com/3ds-max/scripts/architectural-selection-tools
z all select tool.
Then select invert.
This is the best I could find.
Looked into it after watching and reading a lot. Seems to be pretty hard to do, at least to me.