MagRat

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  1. Thanks! I did see that in the exporter now that you mention it. Also want to thank you and the team here for being so incredibly responsive. Thank you all.
  2. Hello All, I have a default light in my scene but it is not one that I have created. I am not sure what is generating it, as it is not in my Max file. Does Bablyon add a default light if none are in the .babylon file? How can I disable this? As always, thank you.
  3. I have come across a few myself. I will document the url with the broken link and and try to patch as I find them.
  4. Hi All, Likely a simple question, but can someone explain what the Mesh Selection is telling me in the Stats tab of the inspector?
  5. Thank you @Luaacro happy to hear that you have added it to your list. I am not familiar with Max Script but will see what I can figure out. Since I know to look at the metadata and which key is set, I should be able to figure it out. Thanks again. This forum has been very helpful and responsive to all my questions. Keep up the great work.
  6. I have used the Actions builder on an item that has literally been cloned in my scene as a copy hundreds of times. Each one at a very specific location that can not change. Right now the only way I know how to remove the action manager from the mesh is to right click > Babylon > Babylon Actions Builder and select the nodes and delete them... one at a time. Is there a Max Script I could write to do this for me? The line recorded in the MAXScript LIstener window when I access the Actions Builder UI and delete the nodes is = "actionMan.executeAction 90 "2" -- Babylon: UI graph to build custom actions on selected object" I would be happy if I could just make a selection and apply this to the selection, even if it was still one at a time, it would save tons of time. Thanks all.
  7. Trying to understand. So is there no way to get that value on export? Will pivotMatrix always be null? Thank you for the quick response, I appreciate it.
  8. I have a scene in 3DS max, and in that scene are knobs that I want to rotate. When I export the scene from Max using the 2017 exporter the pivotMatrix is set to Null. Is it possible to have this info be populated upon export from Max or can you only control this via source code? Thanks in advance.