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maxscript: is NodeEventCallback evil?
I need a way to manage the list of nodes i'm storing in my script, some of them might get deleted or renamed which would mess things up. Instead of rechecking the list every time before doing something though, NodeEventCallback would allow for a very clean looking management.
Here's why I'm hesitant about it though: it triggers the callback on every single object in the scene. To me it seems like the equivalent of hooking all windows messages in order to get arrow key input, evil! What is you're experience with it though? Resource hog? no?
EDIT: Derp, seems irrelevant anyway since the callback handler cant access the plugin local variables while object associated is not active.
read 630 times
2/13/2015 3:26:37 AM (last edit: 2/13/2015 4:00:48 AM)
As you said, clean 'looking' management. There is 'clean' and there is 'clean that hides a bad complexity'.
If performance is critical and the callback is implemented in a spinlock kind of way, it's going to be slow.
As usual in this kind of situation, the answer is: measure.
read 621 times
2/13/2015 4:04:58 AM (last edit: 2/13/2015 4:05:51 AM)
Its not usable anyways so I'm forced to recheck the list every time I the script object gets activated or I perform any operation on them.. which is tad excessive. Is there any kind of "on activated" type event that you know of? The only way I found was to piggyback a function on rollout object construction but its unreliable since it might not always be open nor does it shift focus if another script somewhere does stuff.
read 614 times
2/13/2015 4:18:20 AM (last edit: 2/13/2015 4:21:05 AM)
There are lots of
other event callbacks
Also a change handler might work better.
It's hard to tell without knowing more about your setup.
read 610 times
2/13/2015 4:26:06 AM (last edit: 2/13/2015 4:26:06 AM)
Change handlers seem to be doing the trick
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2/13/2015 5:21:12 AM (last edit: 2/13/2015 5:21:12 AM)
Lucky guesses, sometimes...
read 571 times
2/13/2015 5:34:38 PM (last edit: 2/13/2015 5:34:38 PM)
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