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#1 |
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in search of excellence
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Mat ID - repetition
Any chance of scripting or similar to do the following
enter polygon selection (4) select upper normal polygon select invert (crtl+I) set Mat ID to 10 deselect (ctrl+D) exit polygons selection (4) the end brackets describe keyboard shortcuts |
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#2 |
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in search of excellence
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according to maxscript listener, each of these upper polygons has different No. to them, SO i fear that this might pose a problem to the scripting. I'm no expert, but hey - he can determine by polygon number, select invert doesn't depend on that.
But perhaps a script that allows you to select, then it does the rest, finishes, selects another object and you select once more. Rinse and repeat... |
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#3 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
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A general solution is probably not viable.
If you want something that works on objects just like that then you should be able to base the selection on face normals. |
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#4 |
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in search of excellence
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was fearing you would say that, but it did smell like mission impossible. I already did the objects manually. I could always script everything after i select the polygon i want, to invert, set id, and deselect - saving a few clicks.
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#5 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
Posts: 1,410
Thanks: 2
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Maybe I'm not understanding something, but this doesn't seem like an issue that needs scripted at all. You are trying to set the sides of these shapes to Mat ID 10, but not the tops, correct? If this image is the scene you are working with, why can't you just go to a side view then click-and-drag to select just the sides? What am I missing?
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#6 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
Thanked 126 Times in 120 Posts
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All separate objects i assume.
Personally id have made these from flat planes using shell cos that allows you to assign different matid to the various surfaces |
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#7 | |
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in search of excellence
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Quote:
yea with shell it's easy |
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#8 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
Posts: 1,410
Thanks: 2
Thanked 28 Times in 24 Posts
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#9 | |
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in search of excellence
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Quote:
later on i can break them to elements by converting them to edit mesh and using explode to objects, or via script that does the same thing for poly. Just wanted to pick brains if attaching wasn't an option to begin with |
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#10 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
Thanked 126 Times in 120 Posts
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I agree with buzzy
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#11 |
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Quadcore
Join Date: Nov 2004
Location: Pittsburgh
Posts: 1,410
Thanks: 2
Thanked 28 Times in 24 Posts
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No no no no. I think you miss understood. If you select all the objects and add an Edit Poly modifier, they remain separate objects, but you can edit them together as though they were a single object. It is a single instanced modifier that is used on multiple objects.
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| GreatBuzzy! Thank you: | rocneasta (14-04-2012) |
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#12 |
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in search of excellence
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Lol, it's the simplest things, i guess i didn't see the tree from the forest.
Thanks loads. Just need to remember next time not to overcomplicate the solution to the problem. |
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