This time I will post a really simple function to get a number of heaviest meshes (in terms of face count) from given object set. As it's nothing fancy, there's not much to explain about it – but maybe someone will find it useful:
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Following the question asked in ScriptSpot Forums :: Working checklist I decided to make the code snippet usable in real life and made a basic to-do list with automatic saving and loading of the tasks (saves a different file for each user), resizable interface and... well, no other distractions at all. As usual, no .mse, just plain text for you to have a look at and reuse:
The following function comes in handy when e.g. populating parking lots with many different cars. This way you only need to use one type of car for each section (and dummy helpers as placeholders for empty ones) and the randomness is then achieved by using this function:
Recently I found myself cleaning up quite heavy terrain mesh where many tiny edges had to be collapsed. Yet another task for maxscript, and as this time I had some time extra I expanded the tool to work on editable splines as well:
During the last project I had to deal with quite many different selections in a procedural way. To make my life easier I created a simple tool to handle selecting every n-th element of the current selection. This is the barebone version of the main function.
A forum member at maxarea asked about the possibility to retrieve the original positions of certain mesh vertex, something like an undo for single vertex movement without having to undo moving all the other vertices that changed their position in the process of tweaking the mesh (original discussion: Maxarea :: Modelování s relativními posuny vertexů). While it definitely isn't the best way to do it, it looked like a nice maxscript exercise. Anyway, here is the rough code: