--Solution: Your functions may be in the wrong order in your macroscript.
If function A calls function B, then function B must appear FIRST in the script.
The maxscript compiler is not very smart.
MaxScript Debug
About Me
- PolygonRunner
- I do it all.
Tuesday, December 21, 2010
Monday, December 20, 2010
Iterate through all objects in a maxscript scene
allObjects = $*
for OBJ in allObjects do(
print OBJ as string
)
--Or you could try this if you just want geometry objects:
for OBJ in Geometry do(
print OBJ as string
)
I am sure there are other keywords corresponding to cameras and such...
But information on this was surprisingly hard to find.
If it were python this would have been 2 minutes of research.
for OBJ in allObjects do(
print OBJ as string
)
--Or you could try this if you just want geometry objects:
for OBJ in Geometry do(
print OBJ as string
)
I am sure there are other keywords corresponding to cameras and such...
But information on this was surprisingly hard to find.
If it were python this would have been 2 minutes of research.
Saturday, June 5, 2010
#Maps List for Default Material Within Multi_Sub
--meditMaterials[2].materialList[1][#Maps][1] = SubAnim:Ambient_Color_Amount
--meditMaterials[2].materialList[1][#Maps][2] = SubAnim:Ambient_Color__None
--meditMaterials[2].materialList[1][#Maps][3] = SubAnim:Diffuse_Color_Amount
--meditMaterials[2].materialList[1][#Maps][4] = SubAnim:SubAnim:Diffuse_Color__Bitmaptexture__DigiScroLL_00000_ifl
--meditMaterials[2].materialList[1][#Maps][5] = SubAnim:Specular_Color_Amount
--meditMaterials[2].materialList[1][#Maps][6] = SubAnim:Specular_Color__None
--meditMaterials[2].materialList[1][#Maps][7] = SubAnim:Specular_Level_Amount
--meditMaterials[2].materialList[1][#Maps][8] = SubAnim:Specular_Level__None
--meditMaterials[2].materialList[1][#Maps][9] = SubAnim:Glossiness_Amount
--meditMaterials[2].materialList[1][#Maps][10]= SubAnim:Glossiness__None
--meditMaterials[2].materialList[1][#Maps][11]= SubAnim:Self_Illumination_Amount
--meditMaterials[2].materialList[1][#Maps][12]= SubAnim:Self_Illumination__None
--13: SubAnim:Opacity_Amount
--14: SubAnim:Opacity__None
--15: SubAnim:Filter_Color_Amount
--16: SubAnim:Filter_Color__None
--17: SubAnim:Bump_Amount
--18: SubAnim:Bump__None
--19: SubAnim:Reflection_Amount
--20: SubAnim:Reflection__None
--21: SubAnim:Refraction_Amount
--22: SubAnim:Refraction__None
--23: Displacement_Amount
--24: Displacement__None
--25: SubAnim:_Amount
--26: SubAnim:__None
--27: SubAnim:_Amount
--28: SubAnim:__None
--29: SubAnim:_Amount
--30: SubAnim:__None
--You can hypothesize what the rest are.
--meditMaterials[2].materialList[1][#Maps][2] = SubAnim:Ambient_Color__None
--meditMaterials[2].materialList[1][#Maps][3] = SubAnim:Diffuse_Color_Amount
--meditMaterials[2].materialList[1][#Maps][4] = SubAnim:SubAnim:Diffuse_Color__Bitmaptexture__DigiScroLL_00000_ifl
--meditMaterials[2].materialList[1][#Maps][5] = SubAnim:Specular_Color_Amount
--meditMaterials[2].materialList[1][#Maps][6] = SubAnim:Specular_Color__None
--meditMaterials[2].materialList[1][#Maps][7] = SubAnim:Specular_Level_Amount
--meditMaterials[2].materialList[1][#Maps][8] = SubAnim:Specular_Level__None
--meditMaterials[2].materialList[1][#Maps][9] = SubAnim:Glossiness_Amount
--meditMaterials[2].materialList[1][#Maps][10]= SubAnim:Glossiness__None
--meditMaterials[2].materialList[1][#Maps][11]= SubAnim:Self_Illumination_Amount
--meditMaterials[2].materialList[1][#Maps][12]= SubAnim:Self_Illumination__None
--13: SubAnim:Opacity_Amount
--14: SubAnim:Opacity__None
--15: SubAnim:Filter_Color_Amount
--16: SubAnim:Filter_Color__None
--17: SubAnim:Bump_Amount
--18: SubAnim:Bump__None
--19: SubAnim:Reflection_Amount
--20: SubAnim:Reflection__None
--21: SubAnim:Refraction_Amount
--22: SubAnim:Refraction__None
--23: Displacement_Amount
--24: Displacement__None
--25: SubAnim:_Amount
--26: SubAnim:__None
--27: SubAnim:_Amount
--28: SubAnim:__None
--29: SubAnim:_Amount
--30: SubAnim:__None
--You can hypothesize what the rest are.
Flash Code Displayer
I really need to finish my code displayer... It is getting ridiculous trying to post code on this blog...
Its unreadable when it removes my spaces and tabs.
Its unreadable when it removes my spaces and tabs.
SetSelection with Edit_Poly Modifier
So, I was having tons of trouble trying to set material ID's with an edit_poly modifier.
I looked at this forum and almost got my answer:
http://forums.cgsociety.org/archive/index.php/t-651273.html
Here is the solution:
--Step1: You must have the right mode and command panel settings before select command will work.
max modify mode
modPanel.setCurrentObject THE_CIL.modifiers[#Edit_Poly]
YOUROBJECT.modifiers[#Edit_Poly].SetEPolySelLevel #Face
--Step2: Now you can select
--Example1: Simple Select
YOUROBJECT.modifiers[#Edit_Poly].Select #Face #{1} --Select faces via bitarray
--Example2: Convert Array to bit array.
TheArray = #(1,2,3,4); --Numbers in array corrospond to faces to select.
--Could make this array in a do-loop.
BITarr = (TheArray as bitarray) --Convert normal array to bit array.
YOUROBJECT.modifiers[#Edit_Poly].Select #Face BITarr --Select faces via bitarray
--Sign:PolygonRunner
I looked at this forum and almost got my answer:
http://forums.cgsociety.org/archive/index.php/t-651273.html
Here is the solution:
--Step1: You must have the right mode and command panel settings before select command will work.
max modify mode
modPanel.setCurrentObject THE_CIL.modifiers[#Edit_Poly]
YOUROBJECT.modifiers[#Edit_Poly].SetEPolySelLevel #Face
--Step2: Now you can select
--Example1: Simple Select
YOUROBJECT.modifiers[#Edit_Poly].Select #Face #{1} --Select faces via bitarray
--Example2: Convert Array to bit array.
TheArray = #(1,2,3,4); --Numbers in array corrospond to faces to select.
--Could make this array in a do-loop.
BITarr = (TheArray as bitarray) --Convert normal array to bit array.
YOUROBJECT.modifiers[#Edit_Poly].Select #Face BITarr --Select faces via bitarray
--Sign:PolygonRunner
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