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| Scripted geometry plugins on Nitrous
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I’m coding scripted geometry plguin on Nitrous mode of max2012. But I cannot see the geometry on the viewport.
for example,
plugin geometry Test
name:"Test" classID:#(0x123458, 0x12347) category:"Test" extends:Box (
)
This is a really simple code. But I cannot see it.
But when I change display mode to DirectX or Open-GL that I can see that.
And if I add some modifier on the geometry, it appears.
So, is this a bug about Nitrous? or May I avoid this problem?
thanks
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your script works perfectly fine here.
You should not have to do anything special to make it work with nitrous when you created a scripted geometry plugin.
If you use the SDK then you have to implement new nitrous stuff to geometry plugins.
This is already implemented in the standard 3dsmax geometry, so when you create a custom scripted geometry plugin you extend a already “nitrous” ready mesh object.
My spec are:
3dsmax 2012 x64, nitrous driver, Nvidia quadro 6000, win7 x64
what graphics card do you have?
http://www.stigatle.net
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hmmmm,
Do you really work it fine with Nitrous??
I tried it on some machine. I use Nvidia, ATI and Intel GPU.
But all of my machine can not see the scripted extend object(with max standerd primitive).
If I use DX9 or Open-GL, I can see the object on all machines.
Strange…
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Try updating your card drivers...Maybe?
3ds Max 9 thru 2013
Windows 7 Enterprise 64-bit OS SP1
Dual Intel® Xeon® 6 core X5650 @ 2.67GHz CPU 36GB RAM
NVIDIA Quadro 4000
450GB HDD (x3) and 2TB HDD
3ds Max 2012 Certified Professional Models to Motion
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What kind of video card do you use??
I already tried to some version of video drivers and video cards.
But I cannot see any kind of extended geometory before add some modifier to it only on Nitrous.
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I have the same problem,
The geometry is created (I can see the object in the layer), but the object is invisible in the viewport…
the scripted geometry can be selected, the bounding box seems ok, but no meshes are displayed. The only way I figure to see it and make the mesh appears is the convert the scripted object to “editable mesh"…
That seems to be a bug !!!
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