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Severity Code Description Project File Line Suppression StateĮrror LNK2001 unresolved external symbol "public: void _cdecl BonesDefMod::RemoveBone(int)" SamplePlugin C:\Users\Mehdi\Documents\Visual Studio 2015\Projects\SamplePlugin\Source.obj 1Įrror LNK2001 unresolved external symbol "public: static class IObjParam * BonesDefMod::ip" SamplePlugin C:\Users\Mehdi\Documents\Visual Studio 2015\Projects\SamplePlugin\Source.obj 1 RecursiveRemoveUnusedBones(GetCOREInterface()->GetRootNode()) īut if I move this code outside of the bonesdef project, I got this error: Value* RemoveUnusedBones_cf(Value **arg_list, int count) RecursiveRemoveUnusedBones(node->GetChildNode(i)) ĭef_visible_primitive(RemoveUnusedBones, "RemoveUnusedBones") If (usedbones != 1) bmod->RemoveBone(i) įor (int i = 0 i NumberOfChildren() ++i) If (boneWeight > 0) usedbones.Set(boneIndex) įor (int i = usedbones.GetSize() i >= 0 i-) Int boneIndex = skinData->GetAssignedBone(i, j) įloat boneWeight = skinData->GetBoneWeight(i, j) ISkinContextData* skinData = iskin->GetContextInterface(node) īitArray usedbones = BitArray(iskin->GetNumBones()) įor (int j = 0 j GetNumAssignedBones(i) j++) ISkin* iskin = (ISkin*)skin->GetInterface(I_SKIN)
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Void RecursiveRemoveUnusedBones(INode* node) ObjectPtr = DerivedObjectPtr->GetObjRef() If (ModifierPtr->ClassID() = Class_ID(SKIN_CLASSID))
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Modifier* ModifierPtr = DerivedObjectPtr->GetModifier(ModStackIndex) IDerivedObject *DerivedObjectPtr = (IDerivedObject *)(ObjectPtr) While (ObjectPtr & ObjectPtr->SuperClassID() = GEN_DERIVOB_CLASS_ID) Object* ObjectPtr = nodePtr->GetObjectRef() Modifier* FindSkinModifier(INode* nodePtr) but I have another problem with including bonesdef functions in my project, This is my final code that works perfect if I put it inside the bonesdef project #include "mods.h" I did check my Updates log in Control Panel and no updates were performed.I installed VS 2015 and now works, Thank You. That was the only setting I changed in one of the tutorials. What I can't figure out now is I just checked it and it went back to its default "Default Scanline Renderer". In the Production box I changed it to mental ray Renderer. The main modelrs are Observe (our team leader) and Killerog.īacktracking, it was on the Menu bar Rendering-Render Setup and on the tab Common and towards the bottom was Assign Renderer. I'm back tracking to see what setting I changed and as soon as I find it, I'll post it here and on the other to our website because we have tutorials there for putting ships into X3 Terran Conflict. To verify this, I shut down Max 2011 3 times and restart it and it works fine. Today I start up Max 2011 and noticed no errors at startup or time outs. Yesterday I was doing tutorials (from everywhere) and in one of them it mentioned to set the preferences for Mental Ray.