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[Closed] Wheel rig script!

 PEN

David, as you know in my car rig I have had to program all this in. Rendering to MOV shouldn’t be an issue unless you are on Max 64 bit as I don’t think that 64bit is supported yet by quicktime.

Paul,

It was on 2- 32 bit systems that the .mov errors occured.

We have taken to key framing wheels and motions (long, long story).

This looked like it had promise, but as soon as things start crashing I run for the hills…

David

 PEN

Send me a file David as I can render mov’s just fine.

Hi Tyson,

I used your script and its working g8. I got 2 issues that i need help on:

  1. The script does not work on a “group” of objects, how does the script be modified to work with a “group” also?
  2. Lets say u have setup the wheel and the helper and attached the script. now if u delete the helper first, the max throws up script error. Can anything be done to handle this automatically?

Thanks,
Bhupendra

Ahah! How clever.

Nice work.

Hi Tyson,

Excellent script, and I thank you for sharing with us.

For ease of use, I thought the 45 part could be replaced with a $.Radius, assuming the wheel object has a Radius attribute. This way the script could be applied quickly and easily to multiple objects with different radii. But obviously, as soon as you deselect the wheel object, the code tries to run and throws out an error because $ is undefined. Not sure if there is a way to apply this to a selected object and then deselect it without the problem, but I will look into it more.

Just a small issue I ran into, if the wheel object is rotating funny (like a coin flipping rather than a wheel turning), change the orientation of the wheel to match the way it is spinning, reapply the script, then rotate the helper to the direction you want.

Thanx all,

Chris

P.S. This is my first post, and I look forward to speaking to you all on future threads.:applause:

2 Replies
 eek
(@eek)
Joined: 11 months ago

Posts: 0

Build a custom attribute with a maxObject weak reference to the wheel. using $ isnt a good idea.

(@devangiel)
Joined: 11 months ago

Posts: 0

Thanks eek, I’m fairly new to MAXscript and haven’t fully tried to understand weak referencing, but I’ll definately look more into it.

-Chris

I gave it a try, and do you have any idea why when switching my time line from 0-100 to 2000 – 2100 MAX automatically closes?

??
I dont have any slightest idea. Though I never tried to change the timeline after adding the script controller. On the other hand, it is not much surprising cause that piece of code contains handful of bugs. I almost give up the hope making that script properly working.
Thats because I didnt try to write it down from scratch just stitched some pre-written codes together.

Don’t know if anyone else has run into this, but when using this script, rendering an animation with the Default Scanline will cause Max9 to crash after rendering the first frame.:surprised

Okay, so when using any script involving frame to frame distance evaluation, with only the wheel rotation on the wheels, and using a raycasting script to snap the wheels to the ground, I have run into a problem with rendering.

If I create an animation, and render using mental ray (lighting and material purposes), then pass this through multiple render nodes on backburner, the wheels rotate…odd. In fact they seem to more shake around the pivot point, snapping forwards and backwards about 10 or 15 degrees on each frame. Now rendering this scene on a single node yields the correct results, so I theorize that somehow the distance information is being lost by having multiple machines render different frames, or is it something else?

If it is this, any ideas on how to correct the problem?

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