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[Closed] How to get position after applying Modifier ?

How do I determine the positions of vertices/nodes/Point Helpers that result from applying a modifier ? Property pos seems to only return the position prior to applying the modifier. (MaxScript, 3DS Max 7)

Example: Create a longish box. Apply a Bend modifier. Bend it. Now I want the “new” positions of the vertices of the box without collapsing the stack.

My underlying problem is this: I have a stick figure (eg, a box) with eyes. The eyes have a look at constraint. The box and eyes have a Bend modifier for animation. Unfortunately, the look at constraint is applied before the bend modifier, so the eyes don’t look at the desired position. I am thinking of overcoming this by applying a position constraint script to the eyes.

Thanks for your help

Gnarl

2 Replies

way to get the world position of the vertex of any object without collapsing mdifiers:

(getVert $.mesh vertNumber)*$.transform

usually, only vertices change position when modifiers are applied. Pivot point of a node or
a pt helper remains the same unless you transform the node.

if u convert the obj to a mesh . the bend modifier will not inflect the pos or any other paramaters of the mesh .
for example: make a box , height segment be 10 . then convert it to mesh . add a bend modifier to it , select the box . make sphere using the scripts to show for u :

scripts :
theCenter = $.center – get the mesh box center .
sphere radius:2 pos:thecenter — u can check the sphere. and change the bend paramaters.
– the sphere will stay at the center of the mesh .
– or use the vertex for test :
vertPos = getvert $ 7 — get the 7th vert position .
sphere radius:2 pos:vertPos – change the bend paramaters and check again .