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Projection Modifier Questions
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  • Location: Columbus, Ohio
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I am building a displacement/terrain exporter for a game engine. One of the things I am trying to do is use the Projection Modifier for the source of the displacement geometry in the game.

For each vertex in the base geometry (a plane) there is a matching vertex in the projection cage… What I need is to be able to get the location of the vertexes to measure the offsets, etc. I also need to calculate the directions of normals, etc.

The problem is that I am not finding the MAXScript docs very useful here. I’m also not finding anything useful on any of the Google searches.

I just cannot seem to figure out how to reference all the cage nodes, faces, etc. If someone could point me in the right direction, I would greatly appreciate it!

Thanks in advance!



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There is an exportCage function which creates a new node from the cage - maybe that would be of some use? Beyond that I don’t know - the documentation is indeed a bit sparse on the subject.



Max 4.2 through 2013.
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Thank you Steve… that has been the solution I was moving towards… it’s a shame since all the data I need should be part of the cage itself… it would be so convenient to just access the cage properties rather than have to make a new mesh.

Author: Shawn Olson

Replied: 06 January 2011 06:01 AM