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View Full Version : adding a mod ontop of the baseobject


sheb
02-10-2005, 06:18 PM
helllo again!!

a very simple question: how can i get a modifier exactly ontop of the baseobject? Its really wierd. I tried something like

addmodifier $ (morpher()) before: ($.modifiers.count)

but it results in an exception and max crashes. I can add modifiers anywhere just not on the first position in the stack :(

Any ideas anyone?

thanks alot,
seb

the reason is that i want to make a change and then collapse the mesh to that point without accidentally deleting any other modifiers.

ottokar
02-13-2005, 12:16 PM
i think this will work

addmodifier $ (symmetry()) before:$.modifiers.count

Bobo
02-13-2005, 07:56 PM
Your code does not crash here under Max 7.
There might be something else going on, what else is on the stack?
Which Max version?

sheb
02-14-2005, 10:19 PM
Ive narrowed down the problem :)

It always crashes if theres a spacewarp modifier in the stack - if not, it works fine.

The weird thing is that for example:

deletemodifier $ $.modifiers.count

works without a problem (with spacewarps) - at first i thought they would somehow count differently but apparently they do not.

but knowing that i still have no clue how to solve this :/

Any ideas?

thanks in advance!

ps: max7!

sheb
02-16-2005, 09:27 AM
:wip:

nobody? :(

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