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Hello,
I’d like to use selection sets for meshes separeted by display layers. In simple scene this code works quite well. If I load the FBX file to MAX, it works also OK.
KFbxSelectionSet* sel = KFbxSelectionSet::Create(pSdkManager, "selection1");
KFbxSelectionNode* snode = KFbxSelectionNode::Create(pSdkManager, "selnode1"); snode->SetSelectionObject(lCube); snode->mPolygonIndexArray.Add(2); snode->mPolygonIndexArray.Add(3); snode->mPolygonIndexArray.Add(4);
sel->AddMember(snode); pScene->AddMember(sel);
But if I use this approach to a scene with more display layers, layers disappear, all meshes are in a default display layer and I see no selection sets in Max. If I disable the
pScene->AddMember(sel);
line, layers are OK but there are no selection sets in Max. I even tried to add the selections as members of corresponding display layers, but result was exactly the same. So what should be actualy a selection set member of? And is it even possible to have a single scene with meshes in various display layers and selection sets for the meshes?
Thank you.
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