Try a for loop to iterate thru your nodes array… and use the index operator: nodes[i]
In your CA… nodes is an array of nodes. So to see if a node’s transform has changed don’t you need to index into nodes? Just my uneducated guess.
Denis, you should self-publish an e-book entitled: “Advanced MAXScript Prescriptions from the Max Doctor” I’d buy one! Let me know when it’s availab…
Are you doing anything to the nodes’ geometry object? i.e., offseting it from the pivot or manipulating the object with modifiers (e.g., bend, taper, …
But do you care if node A linearly interpolates to node B in regards to position? Or do you want it to arc into node B? Maybe this would work for tr…
Ok… after re-reading your post above, I think I misunderstood your intent– if I now understand correctly… you have two nodes in the scene that are or…
If you have the transforms for nodes A and B then try: A * C = B C =( inverse (A.transform.rotationpart as matrix3) ) * ( B.transform.rotationpart a…
A * (inverse A) = Identity Matrix Given matrices A, B, find matrix C: From linear algebra: A*C=B C=(inverse A)*B. …but then heirarchies complicate t…
@DenisT – OK, below is the first render output test. I see what you mean Denis about it failing to animate during a render. In this first render tes…
denisT: here’s how i would do it: global DriverAttr = attributes DriverAttr ( [b] . . .[/b] fn validDriver …
Because I’m trying to achieve “the impossible” – madness I know, but I think this might help me overcome the illegal self referencing.
ok… well I finally got it to work by just removing the nodeTransformMonitor and explicitly calling out the object as $Point01. I also removed the glo…
Hmmm… so I changed the CA script as follows (commenting out the deleteChangeHandler and making it a persistent global) and tried again: persistent gl…
I thought I read you should delete them because it continually generates a new changehandler value at each evaluation of the when handler, no??? So I …