How might the Autodesk 3ds Max SDK/Scripting be improved?

complete maxscript access to spline objects and modifiers

Maxscript currently only has access to some of the base spline object parameters and NO access to edit_spline or spline_select modifiers.
This makes scripting complex tools for spline objects very difficult.

At the very least, the soft_selection parameters of the spline base object NEED to be exposed.

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cdueckcdueck shared this idea  ·   ·  Flag idea as inappropriate…  ·  Admin →
cdueckcdueck shared a merged idea: complete maxscript access to spline objects and modifiers  ·   · 
cdueckcdueck shared a merged idea: complete maxscript access to spline objects and modifiers  ·   · 
cdueckcdueck shared a merged idea: complete maxscript access to spline objects and modifiers  ·   · 

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  • Shawn OlsonShawn Olson commented  ·   ·  Flag as inappropriate

    I have no more votes.

    Anyway, there are many spline functions that are contained in spline buttons that should be exposed to MXS. Here are just a few that have usefulness MXS exposure:

    splineOps.startAttach
    splineOps.startUnion
    splineOps.startSubtract
    splineOps.intersect

    These are all usefulness because they only start user interaction ... and should instead allow the scripter to run the functions programmatically without user interaction.

    Other VERY annoying problems is that many functions require the command panel to be set to Modify Panel and various subObjectLevel Selections set. This is another one of those notorious nightmares for complex looped scripts. Imagine that you are generating splines and then need to use weld... well you need to run splineOps.weld and that requires a selection of vertices in the modify panel.

    Pretty much ALL spline functions should get expanded to work completely independently of the command panel status and allow the user to pass knot, segment and spline parameters and not require selections.

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