■
They can use MAXScript global variables to communicate and coordinate
with other controllers and scripts in the software.
Refer to the MAXScript Reference for a complete explanation of this scripting
language.
Writing Controller Scripts
3ds Max 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 value must yield the
right type for the controller: Float for float, Point3 for position, Quat for
rotation, and so on.
Because 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 by 3ds Max with respect to a specific animation
time. 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, currentTime. 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.
Script Controller | 3249
Содержание 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Страница 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Страница 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Страница 28: ...Interface Forces 2709 ...
Страница 38: ...Interface Forces 2719 ...
Страница 54: ...Interface Deflectors 2735 ...
Страница 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Страница 81: ...Object and object surrounded by an FFD lattice 2762 Chapter 14 Space Warps and Particle Systems ...
Страница 84: ...Interface Geometric Deformable 2765 ...
Страница 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Страница 174: ...Interface Particle Flow 2855 ...
Страница 208: ...Interface Particle Flow 2889 ...
Страница 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Страница 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Страница 292: ...Interface Particle Flow 2973 ...
Страница 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Страница 374: ...Interface Non Event Driven Particle Systems 3055 ...
Страница 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Страница 634: ...5 Use the Weight spinner or enter a numerical value to adjust the weight value LookAt Constraint 3315 ...
Страница 635: ...Interface 3316 Chapter 15 Animation ...
Страница 675: ...Rotating the parent affects the position and orientation of the child object 3356 Chapter 15 Animation ...
Страница 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Страница 679: ...Moving the last child object does not affect any of the previous objects in the hierarchy 3360 Chapter 15 Animation ...
Страница 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Страница 767: ...3448 Chapter 15 Animation ...
Страница 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Страница 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Страница 1123: ...Interface 3804 Chapter 15 Animation ...
Страница 1199: ...3880 ...
Страница 1203: ...There are also three reactor modifiers used to simulate deformable bodies on page 4024 3884 Chapter 16 reactor ...
Страница 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Страница 1281: ...A Twist Axis B Plane Axis inward C Twist X Plane Axis 1 Cone Min 2 Cone Max 3962 Chapter 16 reactor ...
Страница 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Страница 1287: ...A Twist Axis B Plane Axis C Twist X Plane Axis Back to Rag Doll Constraint on page 3948 3968 Chapter 16 reactor ...
Страница 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Страница 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Страница 1400: ...Interface Wind Properties rollout Wind 4081 ...
Страница 1445: ... Try to increase the strength of the wind or decrease the weight of the objects it should affect 4126 Chapter 16 reactor ...
Страница 1477: ...4158 Chapter 17 character studio ...
Страница 1488: ...Using Rubber Band to resize an arm without changing the hand position Rubber Banding Arms and Legs 4169 ...
Страница 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Страница 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Страница 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Страница 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Страница 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Страница 1810: ...Interface Animation Workbench 4491 ...
Страница 1814: ...Interface Animation Workbench 4495 ...
Страница 1823: ...Interface 4504 Chapter 17 character studio ...
Страница 1922: ...Physique Physique 4603 ...
Страница 1925: ...4606 Chapter 17 character studio ...
Страница 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Страница 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Страница 2061: ...Interface Controls for the Bulge sub object level are on the Bulge rollout 4742 Chapter 17 character studio ...
Страница 2076: ...Physique User Interface 4757 ...
Страница 2143: ...Interface Clone panel Contains the basic options for cloning an object 4824 Chapter 17 character studio ...
Страница 2208: ...Interface Crowd Animation User Interface 4889 ...
Страница 2259: ...Interface 4940 Chapter 17 character studio ...
Страница 2265: ...Interface 4946 Chapter 17 character studio ...
Страница 2268: ...Interface Crowd Animation User Interface 4949 ...
Страница 2271: ...Interface 4952 Chapter 17 character studio ...
Страница 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Страница 2442: ...A Penumbra soft area B Shadow Area shadow cast by a point light Interface Shadow Types and Shadow Controls 5123 ...
Страница 2510: ...Scene lit by mr Sky Portal with final gather at Draft preset no diffuse bounces Sunlight and Daylight Systems 5191 ...
Страница 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...