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Scripted Plugin - Node Access
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  • TrentFry
  • Posted: 27 August 2010 01:44 AM
  • Total Posts: 10
  • Joined: 05 February 2010 11:01 PM

I have created a scripted helper plugin that extends a dummy object, however on the creation of this object i want to use the setTransformLockFlags() function, though this does not seem possible as you cannot access the newly created ‘node’ only the base object, is there another way to access the TransformLockFlags through a base object’s properties?



Replies: 0
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  • Anubis
  • Posted: 27 August 2010 08:48 AM

Call setTransformLockFlags from attachedToNode method of your plugin.
Just for example I post here a plugin that I wrote to “replace” the Point helpers in my scenes.

plugin simpleObject NullMesh name:"NullMesh" 
   
classID:#(0x54d46cf3, 0x5ed54ad6) 
   
category:"Scripted Primitives"
   
invisible:true version:1
(
   
on buildMesh do
   (
      
setMesh mesh numverts:0 numfaces:0
   
)
   
on attachedToNode obj do
   (
      
obj.renderable off
      obj
.wirecolor black
   
)
)


Max 9 through 2009, XP-Pro x64 SP2
ASUS EAH3450 Series (Driver 8.470).
Core 2 Duo E8400 3GHz, 4Gb Ram, DX9.0c.

Replies: 1
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Thanks for the help.

Author: TrentFry

Replied: 02 September 2010 09:27 PM