MaxScript: Using Autodesk.Max.DLL to access Skin modifier

MaxScript: Using Autodesk.Max.DLL to access Skin modifier

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MaxScript: Using Autodesk.Max.DLL to access Skin modifier

Anonymous
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I am trying to export skinned/skeletal animations using MaxScript and have run into the issue that the bind pose data isn't exposed in script, only in the SDK.  That is, I need access to the GetBoneInitTM and GetSkinInitTM data to correctly reconstruct the bone/skin transforms when rendering in-game.

 

I could build a plugin in the SDK to pass back the data, though that seems redundant.  But in theory I could load up the Autodesk.Max.DLL and use the wrapper which appears (via Object Viewer) to expose the ISkin functions I need.  Loading and accessing this is documented, and works fine.  I can use script functions to obtain the modifier base class, e.g trivial example:

 

mynode = MaxGlobal.COREInterface.RootNode.GetChildNode(0)

mymodifier = mynode.ObjectRef

 

The problem I am having is how to cast from the OSModifier, which I can get from a node, into an appropriate ISkin object (which I assume is Autodesk.Max.IISkin).  I have searched high and low for an example, either specific or just generally casting, but to no avail.

 

Any help would be much appreciated.

 

Many thanks

 

Phil

 

 

 

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