Creating a PickNode input

 
 
 
Posted by:MattClemntson
Data created:15 October 2012

OK, I've seen it mentioned in a couple of thread and I've figured out the exact steps to create one. As follows:

  1. Add an input by click 'Add', dragging the yellow connector and then clicking in empty space.
  2. Now click on your new input and drag the connector out but don't click.
  3. Move your mouse back over the input and right click - this will pop up a dialogue like in the tutorial videos when you set the default, max and minimum values.
  4. The top drop down which normally shows the input type will be blank
  5. In this box enter Ephere.Geometry.PolygonMesh as the type - you'll now have a geometry picknode button on your UI.

Cheers, that did the trick!

Thanks! Almost as hacky as what I did, by creating temporary value nodes, linking to them so the input would stay visible, then changing it.

And "PolyMesh" certainly isn't the most intutive name ot use for what is called a node in 3ds Max, right?

Martin

Martin

 

A few more remarks:

  • The rt-click in step 3 needs to be on top of the input name text
  • After you changed the type to PolygonMesh, it will still be hidden and you need to drag out the yellow connection line into an empty region to connect it to a typevalue node
  • Here's my hack as an alternative: add a new input, create a TypeValue node, connect the input to it, rt-click on the input which is now of type System.Object and change it to PolygonMesh, create another TypeValue (as the old one does not reflect the change to PolygonMesh), and connect the input to that.

This really should be easier... ;-)

Martin

Martin

 

I think one thing that would make it easier is to turn off the auto-hide of newly created inputs.

Already done :) And it is much easier that way. It even auto-asks you for a name now, in next build.

Marsel Khadiyev (Software Developer, EPHERE Inc.)

^^ Like :)