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schellicon

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  1. Wow that was fast!! and yeah getnumparentpath and GetParentPath i have missunderstood. thank you for implementing this for us!! of course i would be happy to get the update
  2. Hi Eduard, i attached a simple growfx example and the script to test My Test Scene is nothing special , it`s just to see something. Max file is a 2022 Version and growfx is a version 2 install. i also tested everything with some libary plants , but got the same result yours Schellicon distributer_test.max distributer_test.ms
  3. everything is working, exept <growfx>.<path>.<distributor>.GetParentPath it throws an error : -- Known system exception -- ######################################################################## -- Address: 0xcdce2de8; nCode: 0x00000000C0000005 -- Desc: EXCEPTION_ACCESS_VIOLATION The thread tried to read from or write to a virtual address for which it does not have the appropriate access. -- Read of Address: 0x0000000000000018 -- ######################################################################## -- MAXScript callstack: -- thread data: threadID:35040 -- ------------------------------------------------------ -- [stack level: 0] -- In top-level -- ######################################################################## -- C++ callstack: -- (GrowFX_old): (filename not available): LibVersion -- (GrowFX_old): (filename not available): LibVersion -- (MAXScrpt): (filename not available): Generic::apply -- (MAXScrpt): (filename not available): CodeTree::eval -- (MAXScrpt): (filename not available): SourceFileWrapper::eval -- (MAXScrpt): (filename not available): IsMAXScriptListenerInViewport -- (USER32): (filename not available): ScreenToClient -- (USER32): (filename not available): ScreenToClient -- (USER32): (filename not available): ScreenToClient -- (USER32): (filename not available): CallWindowProcW -- (USER32): (filename not available): CallWindowProcW -- (UIControls): (filename not available): (function-name not available) -- (UIControls): (filename not available): (function-name not available) -- (USER32): (filename not available): CallWindowProcW -- (USER32): (filename not available): DispatchMessageW -- (USER32): (filename not available): IsDialogMessageW -- (3dsmax): (filename not available): XMLAnimTreeEntry::GetUnique -- (3dsmax): (filename not available): Frustum::operator= -- (Qt5Core): (filename not available): QObject::qt_static_metacall -- (Qt5Core): (filename not available): QEventDispatcherWin32::preProcessNativeEvent -- (Qt5Core): (filename not available): QEventDispatcherWin32::processEvents -- (qwindows): (filename not available): qt_plugin_query_metadata -- (Qt5Core): (filename not available): QEventLoop::exec -- (Qt5Core): (filename not available): QCoreApplication::exec -- (3dsmax): (filename not available): Frustum::operator= -- (3dsmax): (filename not available): NodeAndAnims::SetNode -- (3dsmax): (filename not available): UtilGfx::InitRectIPoint3 -- ######################################################################## however...but i don`t know , i think we don`t need it, because: <growfx>.<path>.<distributor>.GetParentPathIndex index gets the path index.. so :<growfx>.getpath index gets the reference so i think you can remove <growfx>.<path>.<distributor>.GetParentPath Thank you for your fast help!!!
  4. Hi Eduard, This is looking fine to me. I`m working with 3dsmax 2022 Thank you for this fast response!!
  5. would be nice to have that , then i can finish my script and don`t need to make a suboptimal workaround Thanks!!
  6. in Grow Fx 1.9.9 is there a script way to get the path to which distributer path is assigned to ? something like : ($.getPath 2).PathPosDistr_01.PARAMETER_Path_Position .name / .pathnumber yours Schellicon
  7. Perfekt!! i know working with nodes is different , but script access makes your plugin more powerfull and even more complete!! thank you Eduard
  8. didn`t test it very well till now, but i was able to import high resolution trees, in my test i had very good performance tested with a 1,5 mill poly tree done 400 instances.
  9. i found a solution to get the pivots and some suboptimal Pivot orientation , which i`m able to export to unreal !! now testing and fixxing things... i need access to the visibility of a path.. is there any script access function for this? some of my cylinder meshbuilders have parent thickness, if i disable them i have another result... visibility access would fix this (using the old growfx ) additional in grow fx2 is there any posibility to get acccess to those nodes? $.getNumPaths() $.getMeshBuilder 1 1 and all these good things are gone :(( thanks yours schellicon
  10. this is happening inside UE! all what UE needs is the pivot position of each path and the index of the parent , also xVector ,which are created with the UE Pivot Painter script . the script only creates 2 maps, which you have to input in unreal. Those values are stored static , means not animated, like a pose for character animating about your script , i also get errors, but if you disable cache and activate autoupdate also put a editmesh modifier on top of growfx , you will get no errors anymore. but the pivots are the same like using the explode mesh to objects , which is far the more performant method the UEscript can re - set the pivots , but they are set not in an identical ideal way, building a hierachy is perhaps possible with a script and intersection testing (checking atm) it would be nice if we had a Utility /script tool to extract those information to those 2 maps (export from growfx) , like the PivotPainter 2 script does.. (i attached the script from epic games for you) I`m shure, when Ue 5 comes out, Ue will come much bigger and used in the market... would be nice to have compatiblity. Doing this manually is just pain PivotPainter2.ms
  11. any news when it will be released ?
  12. just saw the black friday sales, there is nothing to read about Maintenance! my growfx 2 Maintenance ends tomorrow, if i rebuy(not extend) i have no Maintenance anymore? is this correct(cause i only need Individual License with updates-working alone)? or is there the growfx 2 not included? i`m confussed....nothing to read there..
  13. i had the same problem with some growfx file , i merged them into a new file and resaved it , after that it didn`t crash anymore while loading also using vray 5 and 3dsmax 2021
  14. just did a small test & everything was working with no errors (forrest --> animation->follow Geometry used) in my test i cached everything to 1 file about wind, i would use the ereaser direction modifier in each path to simplify your tree for faster simulation time when everything looks fine , just disable it and test the whole tree do not forget to animate the Phase!
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