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: 3D MAX

  1. #11
      JiSt
    20.02.2009
    TwoinOne
    26

    )

    ...

    ---
    ! . !)
    resetmaxfile #noprompt
    ---

    \
    try(if $.allEdges == True then ($.allEdges=False) else ($.allEdges=True))catch()
    ---


    if $ != undefined do (
    for Obj in $ where isValidNode obj do
    (
    local mat = obj.material
    showTextureMap mat on
    if superClassOf mat == material AND isproperty mat "diffuseMap" AND classOf mat.diffuseMap == bitMapTexture do
    (
    mat.opacityMap = copy mat.diffuseMap
    mat.opacityMap.monoOutput = 1
    mat.opacityMap.alphaSource = 0
    mat.Soften = 0
    mat.glossiness = 0
    mat.specularLevel = 0
    mat.Specular = color 224 224 224
    mat.Diffuse = color 224 224 224
    mat.ambient = color 224 224 224
    mat.twoSided = on
    ambientColor = color 64 64 64
    if (maxVersion())[1] >= 13000 then (actionMan.executeAction 0 "63508")
    else (actionMan.executeAction 0 "40807")
    )
    )
    )
    ---

    )
    allBones = for item in $objects where classof item == BoneGeometry \
    or classof item == Biped_Object \
    or item.boneEnable == True collect item
    select allBones
    $.renderable=off
    $.boneEnable=true
    $.boneAutoAlign=false
    ---


    for obj in objects do (obj.wirecolor = color (random 0 255) (random 0 255) (random 0 255))
    ---


    If $selection.count != undefined do
    (
    for obj in $selection do (obj.wirecolor = color (random 0 255) (random 0 255) (random 0 255))
    )
    ---

    Skin
    try(
    fn getAffectedVerts skinMod boneID=
    (
    vertAr=#()
    numVerts=skinOps.getNumberVertices skinMod
    for i = 1 to numVerts do
    (
    numBoneAffectVert=skinOps.GetVertexWeightCount skinMod i
    for boneNum = 1 to numBoneAffectVert do
    (
    sysBoneID=skinOps.GetVertexWeightBoneID skinMod i boneNum
    if sysBoneID==boneID then append vertAr i
    )
    )
    vertAr
    )

    for x in selection do
    (
    curMod=modPanel.getCurrentObject()
    if (classOf (curMod))==skin then
    (
    boneIndex=skinOps.getSelectedBone curMod
    affectedVerts=getAffectedVerts curMod boneIndex
    skinOps.selectVertices curMod affectedVerts
    )
    )
    )catch()
    ---
    JiSt

  2. #12
      JiSt
    20.02.2009
    TwoinOne
    26

    Position_XYZ bezier_float:
    for i = 1 to $selection.count do
    (
    $selection[i].pos.controller = Position_XYZ ()
    $selection[i].pos.controller.X_Position.controller = bezier_float ()
    $selection[i].pos.controller.Y_Position.controller = bezier_float ()
    $selection[i].pos.controller.Z_Position.controller = bezier_float ()

    $selection[i].rotation.controller = Euler_XYZ ()
    $selection[i].rotation.controller.X_Rotation.controller = bezier_float ()
    $selection[i].rotation.controller.Y_Rotation.controller = bezier_float ()
    $selection[i].rotation.controller.Z_Rotation.controller = bezier_float ()

    $selection[i].scale.controller = ScaleXYZ ()
    $selection[i].scale.controller.X_Scale.controller = bezier_float ()
    $selection[i].scale.controller.Y_Scale.controller = bezier_float ()
    $selection[i].scale.controller.Z_Scale.controller = bezier_float ()
    )


    ( )
    for i = 1 to $selection.count do
    (
    /*
    if $selection[i].pos.controller != Position_XYZ then $selection[i].pos.controller = Position_XYZ ()
    if $selection[i].pos.controller.X_Position.controller != linear_float then $selection[i].pos.controller.X_Position.controller = linear_float ()
    if $selection[i].pos.controller.Y_Position.controller != linear_float then $selection[i].pos.controller.Y_Position.controller = linear_float ()
    if $selection[i].pos.controller.Z_Position.controller != linear_float then $selection[i].pos.controller.Z_Position.controller = linear_float ()

    if $selection[i].rotation.controller != Euler_XYZ then $selection[i].rotation.controller = Euler_XYZ ()
    if $selection[i].rotation.controller.X_Rotation.controller != linear_float then $selection[i].rotation.controller.X_Rotation.controller = linear_float ()
    if $selection[i].rotation.controller.Y_Rotation.controller != linear_float then $selection[i].rotation.controller.Y_Rotation.controller = linear_float ()
    if $selection[i].rotation.controller.Z_Rotation.controller != linear_float then $selection[i].rotation.controller.Z_Rotation.controller = linear_float ()

    if $selection[i].scale.controller != ScaleXYZ then $selection[i].scale.controller = ScaleXYZ ()
    if $selection[i].scale.controller.X_Scale.controller != linear_float then $selection[i].scale.controller.X_Scale.controller = linear_float ()
    if $selection[i].scale.controller.Y_Scale.controller != linear_float then $selection[i].scale.controller.Y_Scale.controller = linear_float ()
    if $selection[i].scale.controller.Z_Scale.controller != linear_float then $selection[i].scale.controller.Z_Scale.controller = linear_float ()
    */
    $selection[i].pos.controller = Position_XYZ ()
    $selection[i].pos.controller.X_Position.controller = bezier_float ()
    $selection[i].pos.controller.Y_Position.controller = bezier_float ()
    $selection[i].pos.controller.Z_Position.controller = bezier_float ()

    $selection[i].rotation.controller = Euler_XYZ ()
    $selection[i].rotation.controller.X_Rotation.controller = bezier_float ()
    $selection[i].rotation.controller.Y_Rotation.controller = bezier_float ()
    $selection[i].rotation.controller.Z_Rotation.controller = bezier_float ()

    $selection[i].scale.controller = ScaleXYZ ()
    $selection[i].scale.controller.X_Scale.controller = bezier_float ()
    $selection[i].scale.controller.Y_Scale.controller = bezier_float ()
    $selection[i].scale.controller.Z_Scale.controller = bezier_float ()
    --$selection[i].pos.controller = linear_position ()
    --$selection[i].pos.controller = Position_XYZ ()
    --$selection[i].rotation.controller = linear_rotation ()
    --$selection[i].rotation.controller = Euler_XYZ ()
    --$selection[i].scale.controller = ScaleXYZ ()
    )
    JiSt

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