To do one axis you could do it with a float expression controller on the Z Rotation only. Make two scalar variables and assign them to each of the ob…
I just tried this and it seemed to work okay. I put a rotation script controller on an object and entered this: dependsOn $Point01 $Point02 $Point01….
Not sure what you’re using this for, but is there are reason you can’t just use orientation constraints? Stev
I use the following: obj.modifiers[#Skin_Wrap].meshList = <meshArray>; where <meshArray> is an array containing all objects you want to …
Edit: Oh, That’s Why.
This is what you’ve got: on shadowtype.selection changed state do ( if shadowtype.state == 1 then $.shadowgenerator = shadowmap() if shadowtype…
ca = attributes NewAttributes ( parameters NewParameters rollout:newRollout ( NewTrack type:#float UI:newSpinner; ) rollout newRollout “Attributes” ( …
‘coldfuse[ofX: ‘]Rollout creator sounds wonderful, is that in version 6 of max? Not sure. I’m in version 7, and my docs don’t say anything about…
The “rolloutCreator” function allows you to dynamically create rollouts. It is covered in the MaxScript reference. Stev
Okay, I threw in a classOf(obj) and it worked. I’m still curious as to why this works though. Sorry about the premature post.
GLobal Start=0 –start time of creating an IK fake Global Range=100 –range of creating an IK fake function align_all_frames copy target= –fakes the …
I wouldn’t do it like that. I would duplicate the bones and constrain them to the IK bones. Very simple but it should work well. Stev
Ah, now I know exactly what you mean. I’m not sure if you can do that. Sorry. Stev
What about these? viewport.setType #view_Front viewport.setType #view_Back viewport.setType #view_Left viewport.setType #view_Right viewport…