View Full Version : adding a mod ontop of the baseobject
02 February 2005, 07:18 PM
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?
the reason is that i want to make a change and then collapse the mesh to that point without accidentally deleting any other modifiers.
02 February 2005, 01:16 PM
i think this will work
addmodifier $ (symmetry()) before:$.modifiers.count
02 February 2005, 08:56 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?
02 February 2005, 11:19 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 :/
thanks in advance!
02 February 2005, 10:27 AM
02 February 2006, 11:00 AM
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