3ds Max: Maxscript rotation woes...
Posted: May 23, 2007
Post subject: 3ds Max: Maxscript rotation woes...
Post subject: 3ds Max: Maxscript rotation woes...
Hey,
I'm working with linking paramaters and maxscript expression controllers not for the first time, but im still fairly new at it.
What I have is a "spine" object for a robot character, with a "bend" modifier on it. I want this to be affected by the rotation of a biped "spine" bone object.
I can manage this easily when the biped spine is replaced with a dummy that has a euler_XYZ rotation on it. I just use the x rotation (and convert it to degrees) as the angle parameter and it works great.
But the biped spine object only has one controller for all its transformations, called "spine". I assume this is biped's system...
This makes it impossible to acces the $spine.rotation.x attribute as I did with the dummy (it says it doesn't exist).
Does anyone know a workaround or solution for this??? It's really annoying me :annoyed:
to help visualise what i mean here is a simple screnshot, what i want to get is shown here as the z-rotation...
I'm working with linking paramaters and maxscript expression controllers not for the first time, but im still fairly new at it.
What I have is a "spine" object for a robot character, with a "bend" modifier on it. I want this to be affected by the rotation of a biped "spine" bone object.
I can manage this easily when the biped spine is replaced with a dummy that has a euler_XYZ rotation on it. I just use the x rotation (and convert it to degrees) as the angle parameter and it works great.
But the biped spine object only has one controller for all its transformations, called "spine". I assume this is biped's system...
This makes it impossible to acces the $spine.rotation.x attribute as I did with the dummy (it says it doesn't exist).
Does anyone know a workaround or solution for this??? It's really annoying me :annoyed:
to help visualise what i mean here is a simple screnshot, what i want to get is shown here as the z-rotation...