Hi Animax, I haven't tested the script but here is a hint at first glance. It could be wrong, but worth testing: I guess problem is findItem. If it doesn't find the item in the array it returns a 0. But you use the result of that findItem as array index minus 1 [yy-1] and [zz-1]. So if findItem fails, the result is 0, and…
This may be a very simple question, but I'm using 3DSMAX and want to create a circular array, several rows deep and with each object in each successivelyrow evenly spaced. I can create a circular array several rows deep (see image), but with each row the gap between the objects gets larger. I want this gap to be the same…
how about "Spawn Orientations - An array of rotations to use for orienting the spawned actors if no items are listed in the Spawn Points array. Corresponds to the Spawn Direction variable link." http://udn.epicgames.com/Three/KismetReference.html
So how are you getting an array that lists the verts in the order they're selected? All the ways I know of to get vert selections return an array or bitarray in numeric order, not in selection order.
I think you would handle this by storing them in an array, and selecting them from an array. I don't know off the top of my head how you would code this, but I hope this can lead you in the right direction, and offer some prompt help. I think this may help: http://accad.osu.edu/~aprice/courses/694/variables.html#array
Oops I assumed the first render was the source model. I don't know if this helps, but this old comment from Chris Subagio might provide a clue why the viewport shader is different than the scanline one: [ QUOTE ] The vertex position, normal, color and UVs arrays in Max don't correspond 1 to 1. Each is stored as a flat…