I’ve been working away at this script for some time now, but I’m still very much in the process of trying to learn MaxScript so trying to build a rather complex script at the same time is just a tad challenging. :P That being said completing this script will undoubtedly save me weeks or even months depending on the…
I will most definitely heed your warning, the only reason
I brought it up was because I’ve seen a few scripts that do not use the default
material merging method when attaching objects so I thought I’d be as clear as
possible. XD I really appreciate the help. I learn best by going
through other peoples code, however it…
My object combining script is similar to poopipe's. There is a command for converting a selection into an array. --//Replace this... objs = #() for o in selection do ( append objs o ) --//With this... objs = getCurrentSelection()
I'm a big fan of noodly little scripts like this - they save me clicks and they're great practice for when you want to make bigger tools. the polyop stuff is unusually consistent and well organised for maxscript so you'll probably find you can build yourself a bunch of useful mesh manipulating buttons quite quickly
So I have another, quick question. I’ve been trying to get a simple attach script to work. As far as I know this is the correct way to do it: -- This will attach all selected objects, and merge individual materials into multi/sub-object material. (whon't bring up the "Attach Options" dialogue)<br> function attachobj =<br>…
swordslayer is correct your problem is logic. The one linked off CG society looks like it probably comes into it's own when you're dealing with hundreds of objects I decided I'd probably find this handy so I wrote it up for myself : the multi-sub material is automatically created by default - simply use the eyedropper to…