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Some MAXScript confusion

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I'm writing an exporter in MAXScript and I'm a bit confused about several things (the manual doesn't go very far in depth about the functions). Some functions are "meshop" and some are "polyop" (like getFaceVerts vs getFaceRNormals). I am assuming that functions like that all treat faces as having 3 vertices. Is this correct? Also, do these types of functions return indices or actual positional (or directional in the case of normals) data? For example, does getFaceVerts return 3 vertex indices accessed with getVert or does it return an array of 3 "point3" objects? Another thing that would be useful to know is, if I have something like this: pos = getFaceVerts mesh:mesh face:2 nrm = getFaceRNormals mesh:mesh faceIndex:2 will pos[1] refer to the same vertex as nrm[1]? In other words, is the ordering of the faces' vertices the same with these types of functions? Finally, texture coordinates bother me. I'm a bit confused as of how the "map" vertices and faces are linked with the vertices and faces on the model. I noticed this function: meshop.getMapFace <Mesh mesh> <Integer mapChannel> <Integer index> - Returns the vertices of the specified map face as a <point3>. However, the "map face" is what is throwing me off. Does the index you provide in this function for "integer index" refer to the same face on the model as with functions like getFaceVerts? In other words, how can I match up the faces on the UV map with the ones on the model? Managed to find this in the manual, so this part is solved. (Also, why would texture coordinates be returned as a point3? Shouldn't they be point2?) [Edited by - Gumgo on August 2, 2008 5:07:42 AM]

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