I am presently writing a scripted modifier plugin that I want to use a number Edit Poly / Editable Poly functions. It's setup to replace the UI and of course, the original modifier is accessible via the delegate property.
I have 2 problems that seem to be caused by this being nested:
- Edit_poly functions are so UI intensive that they slow down my script
- Some functions simply don't work ... because their UI has been replaced
Last night, exasperated, I gave in and installed the SDK for the first time, thinking to follow Bobo's advice from some obscure thread on here; and to create a C++ modifier plugin shell which exposes the properties I will need to modify so that Maxscript can handle them properly.
I am however at best a reasonable scripter and certainly not familiar with C++ so this will be a major endeavour.
To get around my problem all I need to be able to do is operate on a stand in or snapshot of my mesh / poly. Is there any method to do this with maxscript?