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<0> where it shows you a big list of the controls <1> Oh then i will not get into maxscript <0> ah, yeah <0> well you give it one bitmap, and a bunch of indices <2> heh i see you just said that, sorry i was looking. do you know how to take the border off a damned image you put up? <0> the indices correspond to offsets in the bitmap <0> ha, well, you can't with a button
<0> if you want a borderless image, look at 'imgtag' <2> no, i mean the normal images <0> ah <0> yeah, same with bitmap <0> try 'imgtag' <2> bitmap select02 "Select02" pos:[0,80] fileName:"c:\\select02.png" <2> ok ill look that one up <0> yeah, bitmap controls always have borders <2> cool! thank you so much! ooh one last thing <2> ok, you know the UI sliders? the ones that they put over the OGL views? (slider objects) <0> yeah <0> just the regular slider controls? <2> I am moving them to rollouts that are embedded in our character files. the artist loads a character, and it says 'there is an embedded control rollout, do you wanna open" <0> hrm, didnt know you could do that :] <2> on those rollouts, on rollouts you make, autokey never seems to work for them. <0> weird. are the sliders attached to controllers? <0> you can do that as of max8 <0> never tried anything like that though <2> I have an info node in the scene that can store info to pop up to another artist when you open a file, i extended that to execute an embedded sctipt as well, all through the user defined properties of a named node. <0> ahh, gotcha <0> but the problem is that the sliders aren't autokeying? <0> animation is one part of max i haven't really touched <2> one sec <2> they're attached to things like attribute holders. <0> oh so they're part of a custom attribute def? <0> those should autokey <2> so like a character has 6 arms, and each one can go from normal spline ik to stretchy ik, that used to mean 12 sliders on the UI, but i have offloaded that to these rollouts.
<2> but they are driving the custom def by like the rollouts 'on slider changed state value do attrib val = value' <2> or something, and it doesn't seem to work. <0> ah <0> so <0> do you have a 'parameter' block? <2> I don't have that here, the answers you have already helped with are awesome enough :D <0> oh ok <2> what do you mean by parameter block? <0> oh <0> well <2> I dont have the code here :-/ im at home, just talking from memory. <0> on like, a custom attribute, you define UI controls <0> yeah same here, hurts <0> heh <0> umm but lemme think <2> heh, im just so happy to talk tso someone who knows maxscript, im kinda self taught. <0> so you have UI controls in a custom attribute def, and the custom attribute can also have a 'parameters' block, where you specify which parameters the custom attribute actually keeps track of <2> actually i think you have helped me before on here :D <0> like, whatever your controls are controlling <0> then, in the parameter block, you '***ign' each parameter to a control <0> so the two stay sync'd <0> the parameters get keyed, and the ui controls reflect that <2> yeah i did that <0> i dont remember exactly <2> the param is 'stretch' <0> i don't think you need to do an on ___ changed event though <0> i dunno <1> Sorry about that guys i had to do sometihng. <2> so on changed state of the slider it sets the 'stretch' param to whatever the value of the slider is. <0> and yeah i think i have talked to you before about ms :p
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