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Hi,
The VertexPaint modifier has sub-object selection functionality, where the sub-object level can be vertex, face, or element.
I'm using MaxScript, and I want to be able to save and restore the sub-object selection, I can read and write what sub-object level is selected using subObjectLevel, and I can read the actual BitArray of what's selected using getVertSelection and getFaceSelection (which only works if the selected object had a mesh base).
But what I cannot do, is write the BitArray of the current selection. Calls to setVertSelection / setFaceSelection will either have no effect or will complain of "Mesh operation on non-mesh".
I am aware of other methods that can set the selection for and editable poly or a node with e.g. Edit_Poly modifier, but what I need is to set the vertex selection for the VertexPaint modifier itself.
Any way this can be done?
Thanks
Solved! Go to Solution.