hello John, thanks for coming here and thanks for the tool =) btw, just a hint from an unexperienced maxsdk ui coder, it's much easier and faster to do the ui work in maxscript, and control the plugin via functionpublishing. I'll try to compile for max5 and 6 (6compiled should work for all) tomorrow.
http://www.codesuppository.blogspot.com/ Scroll down about 1/5 the way to where he talks about "Approximate Convex Decomposition". I'm curious if anyone has written a plug-in for Max/Maya that uses this specific code. I made a post not to long ago asking about a plug-in that'll take a mesh and convert it to a bunch of…
I had an hour to work on the plug-in and got a basic user interface in it. It was built against 3d Studio Max 8. You can find the plug-in (with source code) on my coding website. Please read the post that goes with it. It explains what more needs to be done to the plug-in to be really useful as a production tool.…
I'm working on a plug-in. I have the basic code working but I have to add a user interface. I am only just now learning how to program 3ds max plug-ins so I have kind of a steep learning curve to get over. I will try to add at least a basic user interface and update it early this week. I'm looking forward to testing and…
Ok, I just rebuilt it for the Max 6 SDK and uploaded it to my site. I also changed it so that it doesn't delete the original object by default. There is a checkbox so you can have it delete the selected object if you want it to. The revised file is on my site at the previous link: http://www.codesuppository.blogspot.com It…
Actually, I just noticed a bug. It seems to create an extraneous piece. By the way, the settings are really sensitive. The next time I update it I'm going to change the default values. Set concavityThreshold to 0 and set the merge threshold much lower, say 5%. Then bring it back up again as you iterate on the object. The…