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schellicon

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Everything posted by schellicon

  1. how do we see when this update comes out ? in my login download i see newest Version is :February 10, 2023 ... which i know .. it`s not true ...the downloadable is newer... this bugs me forever till now ! would be cool to have here more love
  2. thanks for helping me out eduard! problem solved for info after your license reset , i activated in 2024 V1 and V2 and after that growfx was also working in every max version like it should (last time i activated it in 2025 just in case if there is something)
  3. ok webside says after license deletion that i can activate again, but i`m not allowed here seams deactivate only kicked my v2 license ... v1 in max 2025 still working , 2024 not..... really strange... (i just e-mailed support for help)
  4. v2 is working in both , v1 is only working in max2025 , deactivate license says none activated , now max activation is reached .... Help needed!
  5. i updated growfx 1+2 to 2025 and my 2024 now crys everyday for reactivation , while 2025 is working! i think this might be a new bug....
  6. sounds Strange, recheck the mesh operator and it`s material, if you rendering distributed , cache your plant ... i would try.. never seen this before
  7. Hi Embertree, Did you try: open the node editor, go to "View" ->press "zoom extends" and you should see your nodes (i think they moved out of the screen so somewhere, so you can bring it back) hope this helps
  8. any news on growfx 3dsmax 2025 version?
  9. i cached my files to my hdd then i loaded 1 of those with the browse button after that in the browse location is only the file name ,... not the location copy paste the real path in the browse location fixes the location, but browse is broken!
  10. speedtree has this also, but we are using growfx! would be sooo insane
  11. hi Eduard, https://docs.unrealengine.com/4.27/en-US/AnimatingObjects/PivotPainter/PivotPainter2/ after "create hierachy of meshes" just use this script and you get 2 maps, these are containing index ,transform and the hierachy which we can use inside unreal to deform the plant they are using this trick to save all that data into maps instead of having many seperate objects that are drawn slowly (i attached the end result of a small plant with the maps and the script) i attached the script PivotPainter2.ms Plant.rar
  12. Hey Eduard, I don`t know i ever thanked for the "create hierachy of meshes" ... This is sooo insane! Takes sometime to get bigger things converted , but i tested it with the pivot Painter script to unreal and got really cool results ! but: it takes sooooo long! if you could do another button to export just the maps the pivot painter script exports would be so much faster. The info you need you have already inside, exporting those data to those map skips mesh generation and should save hours !! would be soo megacool if you could implemt this thanks!!
  13. 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
  14. 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
  15. 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!!!
  16. Hi Eduard, This is looking fine to me. I`m working with 3dsmax 2022 Thank you for this fast response!!
  17. would be nice to have that , then i can finish my script and don`t need to make a suboptimal workaround Thanks!!
  18. 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
  19. Perfekt!! i know working with nodes is different , but script access makes your plugin more powerfull and even more complete!! thank you Eduard
  20. 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.
  21. 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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