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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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