Setting active objects

I’ll see what I can do.

Richard

Erk…

Richard, can we pretty please have one more little extension to the scripting API? I’d LOOOOVE the ability to pass to a 3DC viewer OCX an object’s ID and set that object to be the active object in the scene through code.

Something like a Viewer.Scene.SetActiveObject(ObjectID as Variant) command, for instance.

The reason I want this is because I have a TreeView and a Viewer control on my main form, and I’d like to synchronize the selections in them. This makes it a lot easier to use the level exporter plugin when dealing with complex world geometry.

-Mel

You must be logged in to reply in this thread.

2 posts