Naming a State Display (Legacy 3DS MAX)
- Last UpdatedJul 04, 2023
- 1 minute read
The State Display item is made up of several (1-n) usually overlapped alternative meshes. Only one mesh is visible at a time, depending on the item state.
Script node
ItemStateDisplay
Mesh hierarchy
root
|--statedisplay_0_xxx
|--statedisplay_1_xxx
|-...
|--(label_statedisplay_xxx)
Building the item
-
Create the mesh of the display.
-
Check bObjectSpace in each geometry.
-
Duplicate your geometry as often as required and rename it with a progressive 0 based state value.
-
Apply a shader, check bObjectSpace and change the fEmissiveMul value to modify the intensity.
Comments
-
The number of meshes depends on the number of states that this item can assume.
-
The mesh name must contain a progressive 0-based state value.
-
The mesh that flashes when the item is selected is the one currently shown, depending on the state.
