ekostegan Posted April 14, 2010 Share Posted April 14, 2010 I was wondering if there is a method to generate MaxScript (in a manner similar to using the MaxScript Listener tool) from an already created object. For example, if I created an object with a variety of modifiers and other operations, could I extract from that object the script from which it was generated? Unless Max doesn't operate in that fashion. Thanks! Link to comment Share on other sites More sharing options...
Koper Posted April 14, 2010 Share Posted April 14, 2010 You can turn on the macro recorder for the maxscript listener. this will then show you a line of code in the pink window every time you do something. You can then copy that into a maxscript window and run it Link to comment Share on other sites More sharing options...
ekostegan Posted April 14, 2010 Author Share Posted April 14, 2010 Thanks Koper. I'm wondering if there's a way to do this after the fact? I suppose it depends on how Max stores information about an object whether it's a series of coordinates or a list of operations. I ask about it being created after the fact as the MacroRecorder window can become cluttered if you're going back and forth to tweak an object. Link to comment Share on other sites More sharing options...
PiXeL_MoNKeY Posted April 20, 2010 Share Posted April 20, 2010 You may want to try Plug-O-Matic from Martin Breidt:Takes any geometric object and converts it to a new object plugin for future use, just like any other standard primitive. New in 2.0: Speed optimization; Now supports texture coordinates; Objects need not to be converted to EditableMesh before plugin generation; Updated creation tool; generated objects have new mesh data options for-Eric Link to comment Share on other sites More sharing options...
ekostegan Posted April 21, 2010 Author Share Posted April 21, 2010 Thanks, I'll check it out! -Eric Link to comment Share on other sites More sharing options...
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