bitmap switcher
Another script...another newbie problem!
I'm trying to develop a script that let me change diffuse texture of a certain material.
I started studying Joe Gunn old script "face switcher": this script change material ID (but first we need to create a multiamterial with a lot of submaterials with different textures), while I think it's faster to have only one material and change its texture.
The script let you choose a directory to sort bitmap from, create thumbnails and...nothing.
The scope is to change material texture clicking on the corresponding thumbnail and to create a keyframe for material diffuse slot.
This is my result:
try(destroyDialog ::texchange)catch() rollout texchange"TEXTURE CHANGE" ( --interface button btnSetD "Set Dir:" pos:[5,5] width:50 height:20 toolTip:"directory immagini" edittext Fdir "" pos:[55,5] width:100 height:20 button btn01 "01" pos:[5,30] width:30 height:30 button btn02 "02" offset:[-30,-35] width:30 height:30 button btn03 "03" offset:[0,-35] width:30 height:30 button btn04 "04" offset:[30,-35] width:30 height:30 button btn05 "05" offset:[60,-35] width:30 height:30 --choose bitmap path on btnSetD pressed do ( local curpath = Fdir.text local newPath = getSavePath initialDir:(curpath) caption:"Select the path where your Face Images are located" if newPath != undefined then --create thumbnails ( Fdir.text = newpath btn01.images = #(Fdir.text + "\01.png", Fdir.text + "\01.png", 1, 1, 1, 1, 1) btn02.images = #(Fdir.text + "\02.png", Fdir.text + "\02.png", 1, 1, 1, 1, 1) btn03.images = #(Fdir.text + "\03.png", Fdir.text + "\03.png", 1, 1, 1, 1, 1) btn04.images = #(Fdir.text + "\04.png", Fdir.text + "\04.png", 1, 1, 1, 1, 1) btn05.images = #(Fdir.text + "\05.png", Fdir.text + "\05.png", 1, 1, 1, 1, 1) ) ) --actions on btn01 pressed do ( --and here the problem... load 1st thumbnail image to object material ) on btn02 pressed do ( --same, and so on... ) ) createdialog texchange 160 200 10 110 style:#(#style_titlebar, #style_sysmenu, #style_toolwindow)
I hope to have been clear enought... any idea?
Comments
...
Try this
bga
.
Almost right, with your code the 1st keyframe is stepped, while the others are not.
With
works well!
...
Yep.
In this example I used first object in selection, first material in array and
of course first key
:)
bga
.
One problem solved, another discovered (::disappointed::)
As a dialog works fine.
Converted into a scripted plugin works too.
But I will have more than one character in my scene and I prefer to use this tool as a modifier: if I apply it to two objects with 2 different material it works, but button thumbnails are the same even if I pick 2 different directories (with different images).
Is a local variable (path) problem?
.
Path names in EditText disappered also...
Now I fix it with:
they are also saved with scene and restored on open....
but no way to fix thumbnails problem :(
Any idea?
...
By using below method you can avoid any error.
I hope that you understand what i wrote.
If not then just read mxs help.
bga
.
If I wrote:
it works, but obviously is not what I need... it should be something like this:
but my knowledge stops here...
YEP!
I find a solution... is it the right one?
...
Better use "selection[1]" then "$" sign ei
bga
.
You rock!
Thanks, I'm learning a lot from you in these days.
It works fine with a vraymaterial, but does not work (nor mine do) if vraymtl is a submat of a multimaterial...