Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk 3ds® Max® / 3ds Max through 2008 / Linking 'Light Bulb' on/off in Modifier Stack
  RSS 2.0 ATOM  

Linking 'Light Bulb' on/off in Modifier Stack
Rate this thread
 
689
 
Permlink of this thread  
avatar
  • Total Posts: 71
  • Joined: 15 September 2006 09:56 PM

Is there a way to link multiple Light Bulb icons so that when I turn one of them off, it also turns off Light Bulbs in the stacks of other objects.  I know I can set up scene states to do something similar, but I was just wondering. 

..oh, the items in the respective stacks are not instances or the same modifier.  To fully explain, there are going to be approximately eight to nine similar versions of a space.  The items are being altered by simply adding the required modifier to the stack, whether it be Bend, Edit Poly, Edit Spline, or whatever is needed to make the adjustment.  What I am looking for is a way I can select one object switch turn on the version (Light Bulb) I need to use in the stack and have that linked to all the other objects (Light Bulbs) where they also change.  Instead of having to select each object and turn every item on an off.

I admit, maybe asking Max to do too much for me, but I’m just asking.  And like I say I’m sure I can set this up in Scene States, but just wondering if this is possible.

Thanks in advance



Calvin Clayton, Jr.

Replies: 0
avatar
  • focomoso
  • Posted: 15 October 2007 03:51 PM

You can do this with a relatively simple maxScript. Create a list box and when an item is selected, go through your objects and turn off/on the appropriate modifiers. If you have no maxScript experience, this may take some time to get going, but it really shouldn’t be that hard.



--
James Kelly
fo co mo so

Replies: 0
avatar

If the modifiers cannot be instances of each other, then besides scene states there’s no other way then scripting…
Very custom scripting… I would say… be almost like a custom scene states tool :)

-Johan



Replies: 0