If anybody can verify or improve this - your welcome. IPoint3 x = mesh.GetVert(vertID) /// RETURNS A BAD POSITION? RELATIVE TO WHAT MATRIX? IMatrix3 worldTm = i.GetObjTMAfterWSM(0, iTimeRange) įor (int vertID = 0 vertID < mesh.NumVerts vertID++) IInterval iTimeRange = i.GetTimeRange(0) ITriObject iTri = (ITriObject)iObj.ConvertToType(0, global.TriObjectClassID) įor (int vertID = 0 vertID nodes = nodesFromHandles(objHandles) IPolyObject iPoly = (IPolyObject)iObj.ConvertToType(0, global.PolyObjectClassID) IObjectState iState = i.EvalWorldState(0, true) The simple function I'm using to poke around is: List nodes = nodesFromHandles(objHandles) The thing I want to get is the position of the vert in world space, which in this case I know is, as well as I can probe it with MaxScript by using: polyOp.getVert $ 3 I can get the vert position by using: IPoint3 x = mesh.GetVert(vertID) Īnd for vert 3 which is in of the scene it returns a Point3 value of, probably relative to. Sounds easy but it poses some problems for me. My current problem: obtaining the world-relative position of a vertex in a mesh. I'm not only a C# beginner (I'm a Python / Maxscript guy) but I also struggle to find good SDK documentation for 3DS Max. Currently I'm writing a plugin for my company and we want to offset some math operations on meshes to C# to gain some speed in calculations. I can see the create a 3ds max plugin project in my visual studio, but when i click create projects, it just doesnt do anything and pops up back again to create a project.
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