The value of the controller script must be a matrix3 value. A matrix3 value is
a 4x3 3D transformation matrix. For more information, see the Matrix3 Values
topic in the MAXScript reference.
Writing Controller Scripts
The software interprets the text you type into the Script text box as the body
of a MAXScript block expression. You can type as many expressions as you
want on as many lines as you want, and they are evaluated in turn. The value
of the last expression is taken as the controller value. This must yield a matrix3
value.
Since the text is inside a block expression, you can declare local variables that
are visible only within the script and are temporary for one evaluation. You
can also declare or access global variables that are shared with all other scripts
in MAXScript and hold their values from one evaluation to the next.
A controller is always evaluated with respect to a specific animation time by
the software. This might be the current time slider or incrementing frame
time if an animation is playing, or a rendering is under way. In the case of
Script controllers, the time being evaluated is used to establish an automatic
"at time" context around the controller script, so any properties you access
(outside of other explicit “at time” expressions) yield the correct values for
the current controller evaluation time. This means you don't have to do
anything special in your scripts to work at the correct time. You can access
the evaluation time with the standard MAXScript variable, current Time. You
can also reference scene property values at other times by using "at time"
expressions in your scripts, as in regular MAXScript programming.
Assign Nodes and Tracks to Variables
When you need to refer to nodes in your scene or to animation tracks, it is
recommended that you use the Script controller variable toolset to create
variables to assign to any particular node or controller track. This way, if you
decide to later on rename your scene objects, the script controllers using these
objects are preserved because the variables maintain the link to the nodes.
Otherwise, if you assign, for example, a node to a variable manually in the
dialog's Expression window, that link becomes broken as soon as you rename
that particular node.
NOTE
It is especially important to assign nodes and tracks to variables with the
corresponding buttons when using XRef scenes and objects.
3262 | Chapter 15 Animation
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...