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Maxscript - Do you know if...
show user profile  Garp
...there is a built-in method that returns the material IDs currently used by a model?
Just off the top of your head, really. It's no big deal but I'd like to avoid looping through all the faces.




read 564 times
3/25/2009 2:10:45 PM (last edit: 3/25/2009 2:11:33 PM)
show user profile  Dub.
matIDs = #{}
for i=1 to $.numfaces do ( matIDs[(polyop.getFacematID $ i)] = true )
matIDs as array


read 552 times
3/25/2009 2:35:18 PM (last edit: 3/25/2009 2:35:18 PM)
show user profile  Garp
Thanks a lot,Dub, but... err... that's kind of exactly what I wanted to avoid.
Though I might be looking for something that's not there. Wouldn't be the first itme ;)




read 544 times
3/25/2009 2:46:07 PM (last edit: 3/25/2009 2:46:07 PM)
show user profile  Dub.
yeah I know :)
I don't think there is a built in command to return what you are after.
I know there is in the SDK - I was hoping to find a matching command in mxs, but no luck.


read 538 times
3/25/2009 2:49:57 PM (last edit: 3/25/2009 2:49:57 PM)
show user profile  Garp
I keep bumping into these commands that are in the sdk but not in mxs.

Again off the top of your head, any idea on how to implement a pickSubObject() function? I have something in mind that would need a Target Weld-like behavior: click and drag from one edge onto another (with filtering for the 2nd), retrieve the edges' indices in the right order and don't change the current edge selection.
A similar question was posted 3 years ago on cgtalk and got 0 answer.




read 530 times
3/25/2009 3:10:55 PM (last edit: 3/25/2009 3:11:29 PM)
show user profile  Dub.
I don't follow exactly what you are asking.


read 514 times
3/25/2009 3:35:50 PM (last edit: 3/25/2009 3:35:50 PM)
show user profile  Garp
(It's a different scrip, not related to my 1st question)

I have a small modeling tool in mind to quickly reroute edge loops by 'toggling' edges with one sweep of the mouse.
For that I need to retrieve two edge numbers, the second with filtering as once the first edge is determined, only the 4 edges that share a vertex and a poly with the first should be selectable (only 2 edges if the 1st is an open edge).
To be useful it needs to be faster than cut+remove. Hence the Target Weld-like thing.



So the problem is the method to pick the 2 edges. The toggling is easy enough.

Basically I need to fake the behavior of pickObject() on sub-objects...




read 496 times
3/25/2009 6:00:43 PM (last edit: 3/25/2009 6:07:21 PM)
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