Selection Filter
The Selection Filter list lets you restrict the selection done by the selection tools
to specific types and combinations of objects. For example, if Cameras is selected,
you can select only cameras with the selection tools. Other objects cannot be selected
interactively with the mouse in the viewport. Although, they can be selected using
the Select By Name, Selection Sets, or MAXScript select methods.
Selection Filter Methods:
Returns the index of the current selection select filter in the selection filter list.
For example, by default 1 means All, 4 means Lights, 8 means Bones, and so on.
<void>SetSelectFilter <int_index>
Set the current select filter by index.
EXAMPLE
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setSelectFiler 5 --set selection filter to Cameras
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<int>GetNumberSelectFilters
Returns the number of selection filters in the drop down.
<string>GetSelectFilterName <int_index>
Returns the name of the indexed selection filter.
FOR EXAMPLE,
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for i = 1 to GetNumberSelectFilters() do --go through all
format "%: %\n"i (GetSelectFilterName i) --print index and name
--result:
-->1: All
-->2: Geometry
-->3: Shapes
-->4: Lights
-->5: Cameras
-->6: Helpers
-->7: Warps
-->8: Bone
-->9: IK Chain Object
-->10: Point
-->11: CAT Bone
-->OK
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Display Filter Methods:
<bool>GetDisplayFilter <int_index>
Returns true if the indexed display filter is enabled, false otherwise.
NOTE:Unlike, the Selection filers that can be enabled only one at a time, any number of
Display filters can be activated at the same time.
<void>SetDisplayFilter <int_index> <bool_on>
Sets the enabled state of the indexed display filter to the supplied Boolean value.
FOR EXAMPLE,
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setDisplayFiler 3 --set display filter to Point
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<int>GetNumberDisplayFilters
Returns the number of display filters in the display panel's list box.
<string>GetDisplayFilterName <int_index>
Returns the name of the indexed display filter.
FOR EXAMPLE,
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for i = 1 to GetNumberDisplayFilters() do --go through all
format "%: %\n"i (GetDisplayFilterName i) --print index and name
--result:
-->1: Bone
-->2: IK Chain Object
-->3: Point
-->4: CAT Bone
-->OK
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