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Object2vr maxscript
Object2vr maxscript














OBJECT2VR MAXSCRIPT HOW TO

I will try those and see which works best.Įdit: Here is what I have now, but I'm still unsure how to compare the distances properly. It's more likely I'll go with the first option, since I'm not using high poly models. I can't believe I didn't think about distance sooner. Then query each mesh select modifier for its selection. Move the modifier to the sphere’s position. If your mesh is dense and you only have a few spheres it might be faster to create a mesh select modifier per sphere with a small radius. You should end with the closest vert per sphere.Ģ. Then loop through the verts and get the distance between the verts and the sphere and if the distance is smaller than the previous store that one. I’m assuming the spheres are not attached using a wire or controller because querying that would be the fastest way to find the vertex.ġ. This is useful for when the embedded project doesn’t work as expected suddenly, but it’s known that a previous version worked.

object2vr maxscript

Once you upload packages, you will see a list of all the the player versions that are available. Two ways I can think of to accomplish this. Player Version Choose a version from an already uploaded package. I've been adding my spheres to an array, but I have to get the proper indexes from the player model, and I'm unable to do that. Or, I could have a sphere named "sphere_7", but it could be placed on vertex 2 in the player mesh. So, I need some way to return the vertex indexes of the player model from the spheres touching said vertices.įor example: I could have a sphere named "sphere_1", but, it could be placed on vertex 5 in the player mesh. the following topic will give you an overview of the changes and additions to the MAXScript language in 3ds Max 2022: The following index page provides links to all topics dealing with changes to MAXScript in previous versions: What Was New in MAXScript. How can I check to see what indexes they lay on in the player model? The correlation between the vertex indexes in the player model will not be the same as the spheres, since the amount of spheres will be less than the amount of vertices. If you have used MAXScript in previous versions of the software. Let's say I've named my models as "sphere_1", "sphere_2" and so on.

object2vr maxscript

My problem is that if I have multiple spheres, I don't know where to go from there. To do this you need to open the Object2VR project and add Point Hotspots. Although this may work nicely for one sphere model. So it is possible to create a 3D map using Object2VR with view states to show different levels and have the hotspots to open the panoramas. I'm trying to figure out how I can get the vertex index of the player model that the sphere is touching. MaxScript gives you script access to pretty much everything you can do using maxs interactive ui. The sphere model's position is set on a vertex of the player model. One object is the mesh of a character, and the other object is just a simple sphere. Before I get complex, I want to break this down in simple terms so anyone who reads this will understand what I'm trying to do.














Object2vr maxscript