I'm trying to write a few little tools for Max now that I'm having to use it properly, some of the more simple bits from the long list of features I miss from modo.
I figured I'd start small and easy and go for modo's weld verts and make poly tools, they rely on selecting vertices in a certain order (weld all selected verts to the last selected vert's position / vertex winding order for make polygon) then firing a command.
But querying the verts I've got selected ends up giving me them in numerical order, not their selected order... Does Max hide that information away somewhere else or does it just flat out not store it?
* I should probably note that I'm a total newbie to Maxscript, so this might be really easy to do, but I've tried looking through google and the help docs to no avail.
Replies
Max has its problems but this makes sense- ordering your vert collection should be left to you.
Still pretty annoying, modo and I'm pretty sure Maya both do that automatically. Ordering your vert collection numerically should be left to you, imo, as that's a far easier task than having to work out the selection order yourself without any help from the app.
Storing them as I select them myself sounds like I'd have to activate a tool (my script), then do my selections and then perform the actions I want on them on deactivating the tool? If so then that defeats the purpose of the tools being faster than Max's own.
I'll have another look at how to go about this, then.
out of curiosity, what are you trying to do?
That's pretty interesting, actually. I was under the impression Silo did this by default, and took a mental note to make more use of it, but apparantly I was wrong. It merges the second selected vert to the first, but it won't merge when you select more than two. I think I'll start a feature request for that, as it could be useful in a lot of cases, so thanks for the suggestion
Please post the script if you get it working, as well.
It would be an excellent script if you are interested in learning MXS, would introduce some very important techniques without requiring much/any math (and you'd just need to search CGTalk for tons of references on how to do each of these things)... if not, I can probably whip something up if there's not a better way for this.
Cheers for the heads up, Rob, I'll look into that. I was just about to look if a method like you describe was possible - apparently it is.
I'll have a play around with both suggested routes, can't hurt