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® / SDK / Skin Modifier
  RSS 2.0 ATOM  

Skin Modifier
Rate this thread
 
59654
 
Permlink of this thread  
avatar
  • Total Posts: 1
  • Joined: 02 September 2011 10:31 PM

Hi everyone :D
I was wondering if there’s a way to interface to the Skin modifier through the SDK…
I managed to add the modifier to the object, but I don’t know how to add bones, etc…
Is it possible?



Replies: 0
avatar

Hi,

How about trying to use ISkinImportData::AddBoneEx() for instance?

The method MeshDeformPW::SkinWraptoSkin() in maxsdk\samples\modifiers\SkinWrap\SkinWrapMesh.cpp would be helpful for you.

Hope this helps.
Best REgards,
Akira Kudo



Replies: 0
avatar

You might also consider using MaxScript interface to modifier. You need to be more specific about your goal.



Replies: 0
avatar
  • Seggaeman
  • Posted: 01 December 2011 02:31 AM

Here’s how to do it.

ModifiertheSkin= (Modifier*)interfacePtr->CreateInstance(SClass_ID(OSM_CLASS_ID), SKIN_CLASSID);
ISkinImportDataSkinInterface= (ISkinImportData*)theSkin->GetInterface(I_SKINIMPORTDATA);

//Modifer must be applied prior to adding the bone(s).
//Let's say you are applying it to an existing node called "theNode".
GetCOREInterface12()->AddModifier(*theNode, *theSkin);

//A pointer to a bone or dummy node can be used as first argument

SkinInterface->AddBoneEx(<pointer to your bone node>, TRUE);


Replies: 0