
schellicon
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perfect thanks!!!
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any news when it will be released ?
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thanks
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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
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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
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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!!!
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Hi Eduard, This is looking fine to me. I`m working with 3dsmax 2022 Thank you for this fast response!!
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would be nice to have that , then i can finish my script and don`t need to make a suboptimal workaround Thanks!!
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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
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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
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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
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any news when it will be released ?
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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..