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Finding other instances using MAXScript

Dude
polycounter lvl 18
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Dude polycounter lvl 18
Hey there, I'm having issues with MAXScript again and I have an inquiry: I'm working on a mass obj exporter in maxscript that also exports node data to a different file so you can assemble a scene using several obj files and not lose pivot information. However, while searching through the MAXScript reference, the only thing I could find regarding node instances are the constructors for them and examples of how to make instances of a selection but my needs are a little bit different. Since the main logic in my script loops through the entire selection set and processes it one at a time, I need a way of finding out whether or not the node currently being processed is an instance of another, and if so, which node in the selection that is, this way I don't wind up exporting the same exact object several times.

Any ideas?

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  • MoP
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    MoP polycounter lvl 18
    I think you'll want to look into "instanceMgr".

    I did a very similar thing for an FBX exporter which also exported modifier data and instance data as a companion format a while back, one of the things I did was only export the first one of each instance then recreate them all at the other end based on the data.

    I can't find the script right now (I'm at work, I think it's at home) but I'm fairly sure it was an instanceMgr function to do it.
  • Dude
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    Dude polycounter lvl 18
    That was very helpful MoP, I've gotten started handling instances properly but now it seems like I'm having control logic issues. The script now only handles instanced nodes and doesn't seem to process unique ones.

    http://x-hax.cultnet.net/sa_scene_obj.ms

    Its probably something stupid that I managed to overlook but I have to go pick up my wife from the airport now and my eyes are too used to seeing the same code. Any help is greatly appreciated!

    *edit* nvm, figured it out before I had to leave. Now I'm having issues getting it to skip already processed instances X_X
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