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[Closed] Custom Attributes problem

Hi everyone,

I’m in a bit of a problem. I had a face setup with custom attributes (created via attribute editor) and from that, I made another one by deleting attributes I didn’t want. Then those characters were merged in a scene, and for a while everything worked fine, until the custom attribute that had less controls overwrote the one with more controls. The animation was still there, but the parameters were gone. I managed to redefine the attribute in the scene, but now those parameters that were missing are there, but not wired, and there is still animation on the morpher modifier. I tried to find the controller that was doing the animation in hope to copy it to my revived parameters, but the getWireParent returns undefined.

Is there any way to salvage the animation, as it is there, just linked to some phantom parameter.

Thanks in advance.

6 Replies
 PEN

What do you want to change? The values or actualy add and subtract UI items and update the intTab at the same time?

 xcx

Sorry for my bad english :(. I’ll try to explain my problem better this time :).

So here goes…

  • When script starts. Slider (component1) control myIntArray[1] value (see. sample code).
  • Then when script is already running I want to change slider (component1) to control myIntArray[2] value.
 PEN

So you don’t want three sliders, you only want one, and that one will be able to control each animation track?

What would you change to tell it which track to use?

 xcx

Count of sliders is not relevant (final script will have x number of sliders). What I need to know is how I can tell to 3dsmax what animation track slider control.

 PEN

Well in your example the only way to know which track is controlled by which slider is by the order of the UI controls in the param block.

 xcx

Not only way. I can write all UI creating code to string variable and run it with execute command. It just is so horrible way to code anything. I hoped that there would be better way to do this