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More maxscript access missing... - Printable Version

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More maxscript access missing... - Jordan - 07-08-2011

I know i seem to go on about maxscript access a lot but as an artist and a TD/ tool creator I believe that the ability to get to everything via scripting is very important for software to be usable in larger work environments, so with that im mind id like to point out a few things I have found missing and that im sure have been brought up but ill mention them anyway Smile

* Access to Objects, lights and Forces by node (like you can with sources) where you can get the number of objects/lights/forces and then get the name/node based on the index
*get/set the "use" check box for objects/forces/sources
*fume.LoadPresets #all dosent bring in everything, the shaders and illumination dont seem to come through
*Being able to set the preview windows height and width

Thanks!


Re: More maxscript access missing... - sitnisati - 07-11-2011

Hi Jordan,

Thanks for a list.
Now is about the right time to post all the wishes for FumeFX 3.0, so whatever you have on mind, feel free to request.

Regards,

Kresimir


Re: More maxscript access missing... - jrand - 07-13-2011

I aggree for better object access, I have wished for this since version 1.0, while it has gotten sooo much better it is still difficult to do some things. Jordan check this out, run it in the listener and see what happens:

a = $FumeFX001.getObject 0
format "theRefObject = %\n" a
a.use = true

So something is there, I just think it isn't hooked up yet or some issue. If you use "a.enable" or similar if fails and throws an exception. Smile

I wished for the Presets repair last version, one of the big things it leaves out and I find an issue is the lack of channels. ie fuel, smoke, velocity,ect. get left out! I was try to use this as a hack work around for the lack of mxs support for the Output Channels list, thanks for the reminder.


Re: More maxscript access missing... - Jordan - 07-13-2011

jrand:
Ahh yes, i made a bit of a typo. I dont have a problem setting "use" property on the objects, its the "use" on sources or forces. Also the fact that you cant get the name/node of the object via scripting.
I have attached a script I use for mass editing the fume objects that uses your method which is quite handy.


Re: More maxscript access missing... - jrand - 07-14-2011

ah bit more elegant than mine Smile cool

although I think "Use" is broken in 2.0+, does it work for you? Everything else works as expected.


Re: More maxscript access missing... - Jordan - 07-14-2011

Yeah, "Use" works fine here on 2.1. The UI just dosent update right away, toggle tabs or click on the object in the list


Re: More maxscript access missing... - jrand - 07-14-2011

hmm yeah tried all that, still no, I will look into it deeper tomorrow. wierd.