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Topic:
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Keeping User defined Object Properties through instancing and Xref (15 of 15),
Read 5 times
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Conf:
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Game development
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From:
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Chris Subagio
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Date:
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Thursday, April 14, 2005 11:40 AM
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If your modifier's parameters are exposed in a paramblock, then it should be reflected in the Maxscript. If it's not quite that straightforward, you'll need to expose them yourself.
At that point, you could write exactly a light lister style inspector for your objects, which is rather nice to have. Actually just Maxscript access in general is gold, to do things like select any arbitrary set of objects and convert them all from fliberdigibbets to bandicoots, while setting their life fields to 16, but only where they were 42 before hand. You know, arbitrary stuff.
The modifier solution is actually the desirable one because it supports over and above what you get with CAs. If I read Alan's thing correctly, the modifier loads it's dynamic properties from a script, which is the equivalent of saying that you have your CA _definitions_ xrefed from a central source. So rather than making new CAs for everything, you just update your script, and voila, every instance of that modifier has the new controls on it. Because it's your modifier, you also have the option of determining how you store the data, and what other data masking you do, e.g. any value not changed from it's default is assumed to be default, so if you change any central default values (say in your modifier config script) they'd all change!
Much, much better.
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