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[Closed] MCG Controllers

http://area.autodesk.com/blogs/chris/max-creation-graph-updates-in-3ds-max-2016-extension-1

The interesting bit for most will be this bit…

While working on MCG animation controller we also added the capability to create scripted animation controller plug-ins in MAXScript. This differs from the traditional “script controller” in that the new controller has a parameter block, a UI displayed in the motion panel, and is listed in the assign controller dialog.

17 Replies

added to the system new plugins for script extension to make MCG works look more useful than MCG itself

I’m hopeful that MCG Controller will do away with a lot of slow script controllers.

I’ve been playing with it for a few months and made a few little things that would have normally been script controllers, they have nice little UIs and are very accessible for anyone scared of scripting!

I’m really hoping we see spline support soon, that way we could make some very abstract shape generators and make some very cool Tron-esque animation easily.

http://www.scriptspot.com/3ds-max/scripts/wheel-rotation-controller

Someone has already taken advantage of the script extension for controllers in Max 2016 EXT1. Not MCG but in some ways this is better

I’ve just released a stupidly simple controller that is quite useful.

http://www.scriptspot.com/3ds-max/mcg/math-float-controller

@DenisT – You got Max 2016 yet to play with MCG?

3 Replies
(@denist)
Joined: 11 months ago

Posts: 0

i don’t do any max development now. only support. so i still stuck with 2014.

(@archangel35757)
Joined: 11 months ago

Posts: 0

If you’re on maintenance subscription you should still install/activate your 2015/2016 licences…

(@davewortley)
Joined: 11 months ago

Posts: 0

If you were on the beta Denis you could get access to the very latest build

Holy crap, that would have been so useful in a recent project I was working on! Nice one Dave!

first things i would try to make using this scripted controller:

multi-parent constraint

flip-free path constraint

‘horse-leg’ IK solver

3 Replies
(@davewortley)
Joined: 11 months ago

Posts: 0

How would a multi-parent constraint work?

(@archangel35757)
Joined: 11 months ago

Posts: 0

Something like this perhaps:

http://forums.cgsociety.org/showthread.php?f=98&t=1130760

I am planning to write a multi-parent controller in the near future that would work for much older versions of 3ds Max up to 2016. Currently writing my own animatable pivot controller for the same.

(@denist)
Joined: 11 months ago

Posts: 0

similar to maya’s Parent Constraint which allows multiple targets with influence weights.

it’s not like max link constraint which works as a Switcher, but more like Transform List (which is not supported by max unfortunately)

a combined PRS constraint ?

1 Reply
(@denist)
Joined: 11 months ago

Posts: 0

sort of… PRS List

actually what types of controller are scriptable now with 2016? is prs (matrix3) supported?

1 Reply
(@davewortley)
Joined: 11 months ago

Posts: 0

Controller Outputs are:

Color Controller
Float Controller
Point3 Controller
Point4 Controller
Position Controller
Rotation Controller
Scale Controller
Transform Controller

Inputs are
Boolean
IArray <INode>
IArray <Single>
INode
Int32
Single (Float)
Texmap
Vector3

So for the moment you could’t make a transform list controller as you can’t have a transform list as an input. But you can create your own transform.