[Closed] scripted camera – adding visual elements
hello,
I want to add visual elements to my scripted camera, for example:
I want to add a simple squere that will show the camera view 100 units away in
the camera z axis.
I looked at the example that comes with the maxscript reference, but if I implement
the getDisplayMesh function I can only get my squere to show and the
rest of the original camera icon (camera + viewing cone etc.) is gone.
I just want to add elements without deleting the ordinary camera visual
elements.
any help would be great.
thanks.
Ofer.
you can manipulate the mesh before the meshObj.mesh sentence in that example.
for example, you can add a new mesh to the original with:
newmesh = createInstance box ...
...
mesh = mesh + newmesh
...
meshObj.mesh = mesh
thanks, but it didnt work.
I tryed for some time doing what you wrote but no metter what, I get an error that
Max cant recognize “mesh”.
If I’m doing somthing wrong could you please show me a code that adds a box
to the existing camera icons.
Thank you for your time.
hey,
this is what I got, I didnt got anything that worked so I dont have anything saved
but is what I tryed to do:
plugin Camera CamTest_DisplayMesh
name:"CamTest"
classID:#(0x47db14ff, 0x4e9b5f90)
category:"Standard"
extends:FreeCamera
(
local lastR1, lastR2, meshObj
on getDisplayMesh do
(
if (meshObj == undefined) do
(
Box1 = createInstance box
mesh = mesh + Box1.mesh
)
meshObj.mesh =mesh
)--end on getDisplayMesh
tool create
(
on mousePoint click do (nodeTM.translation = gridPoint;#stop )
)--end tool
)--end plugin
just want to get the basic of adding visual elements to my cam before I move on with
scripting my camera.
Ok. I didnt have max with me on the last post. so I have many basic scripting errors.
what I’m trying to get is a the good old camera in my viewport (cone etc.)
plus a simple box…
can anyone help?
I think you’ll have to generate the entire meshes yourself – ‘mesh’ is empty when you get the display mesh.
Depending on what you’re trying to do, perhaps it’d be easier to go a different route? e.g. letting a custom attribute block or a helper object or so govern a regular camera and ‘add’ a mesh to that by simply creating a new object?
Not as clean, but should be much simpler.