Show soft selection on unselected mesh?


Oh yeah, that. Unfortunately that won’t work if painted soft selection is on, which for my purposes it will be. Given that, not sure if this is the most efficient way to get the desired result, but it works.

fn vertColorFromSoftSel obj = (
	-- Store selection and subobject level
	sel = selection as array
	setCommandPanelTaskMode #modify
	SOL = subObjectLevel

	-- Temporarily set object and subselection
	select obj
	if subObjectLevel == 0 do subObjectLevel = 1

	-- Set mapping and display
	polyOp.setMapSupport obj 0 true
	obj.showVertexColors = true
	obj.vertexColorsShaded = true
	obj.useSoftSel = true

	-- Set vertex colors
	for v = 1 to obj.numVerts do (
		local w = polyOp.getVDataValue obj.baseObject 1 v
		polyop.setMapVert obj 0 v	(makeWeightColor w asRGB:on)

	-- Restore selection and subobject level
	deselect selection
	select sel
	subObjectLevel = SOL



you can disable max redraw (including viewports and command panel). and no one will see your selecting-deselecting. i’ve cheated this way a lot :slight_smile:
also you can disable reference messages to make everything hidden for callbacks.


[left]Oh yeah, I’ve done that more than a few times myself. Dunno why I didn’t think of it for this :stuck_out_tongue:

EDIT: Hm, actually… disabling the messages seems to break the function because it prevents the subobject level from working.


you have to manually notify dependents about the change (check mxs help - notifyDependents - for details)


So here’s what I’ve got so far. What else can I do to make it faster?

fn colorFromFloat v = (
 	local c = red
 	c.h = (1.0 - v) * 170
 	c as point4
 fn softSelWeightArray obj = with redraw off (
 	-- Store selection and subobject level
 	local sel = selection as array
 	setCommandPanelTaskMode #modify
 	local SOL = subObjectLevel
 	store = (selection.count > 1 or not obj.isSelected)
 	if store do (deselect selection; select obj)
 	if SOL == 0 do subObjectLevel = 1
 	local wArray = (
 		for v = 1 to obj.numVerts collect
 		meshOp.getVDataValue obj.baseObject 1 v
 	if store do (deselect selection; select sel)
 	subObjectLevel = SOL
 fn vertColorFromWeights obj wArray: = (
 	if wArray == unsupplied do wArray = softSelWeightArray obj
 	meshOp.setMapSupport obj 0 true
 	meshOp.setSoftSel obj true
 	obj.showVertexColors = true
 	obj.vertexColorsShaded = true
 	obj.vertexColorType = 0
 	cArray = for v = 1 to obj.numVerts collect (colorFromFloat wArray[v])
 	for v = 1 to obj.numVerts do meshop.setMapVert obj 0 v cArray[v]


Hi! Is it possible to link where it was shown? I’m desperately trying to recreate soft selection because it only works in with subobject level and I need to achieve this result without modify menu. I’ve created a script with distance/amin/amax but it’s still not the same curve, as soft selection offers. Thanks in advance!


from meshadj.h

This function is available in release 3.0 and later only.
This is the standard affect region function, based on a distance and the three
affect region parameters (same as the editable mesh).
This function is a cubic curve which returns 1 at distance 0, 0 if distance is
greater than falloff, and other values for distance between 0 and falloff. To
“see” this function graphed, look at the curve in the Soft Selection parameters
in Edit Mesh, Editable Mesh, Mesh Select, or Volume Select. This function
currently is constructed as follows:

float u = ((falloff - dist)/falloff);
float u2 = u*u, s = 1.0f-u;
return (3*u*bubble*s + 3*u2*(1.0f-pinch))*s + u*u2


@Serejah Thank you! I’'ll take a look today.

suspendEditing which:#modify

falloff1 = 100
pinch = 0
bubble = 0;
tstrength = 40;

fn tu dist = (
	u = ((falloff1 - dist)/falloff1);
	u2 = u*u;
	s = 1.0-u;
	((3*u*bubble*s + 3*u2*(1.0-pinch))*s + u*u2)

dd = for v in $.verts collect 
	tt = for i in (polyop.getVertSelection $) collect distance v.pos (polyop.getVert $ i)
	amin tt

for k=1 to $.verts.count do (
	pos =polyop. getVert $ k
	polyop.setVert $ k [pos.x, pos.y, pos.z + (tstrength *  (tu dd[k]))]

resumeEditing which:#modify

my Version of soft selection on z axis. I’ve c++ version too but this is easier to test. It is smooth, nearly does it’s job, but gives me a strange mesh. I’m calculating distance using amin. What am I missing? :frowning: