View Full Version : adding a mod ontop of the baseobject
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.
02-13-2005, 01:16 PM
i think this will work
addmodifier $ (symmetry()) before:$.modifiers.count
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?
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!
02-16-2006, 11:00 AM
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