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Maxscript for simple custom modifier gizmo transform


I need a maxscript that will construct script controllers for UVW_map modifier gizmos applied to a bunch of objects.

The UVW map will be applied to many objects at once and then made unique to each so that it covers them all in one form.

Then this new script will insert a limitation to the objects UVW map gizmo scale so that as the objects scale their gizmo stays the same world size and more importantly the same place relative to the object. Whatever I have tried I cannot get the gizmo to stay in the same place when scaling, they always slide off relative to their own transform.

I have also not been able to find a way to get around self referencing in my script controller attempts.

In the attached example you will see collections of cubes with UVW_map modifiers attached and made unique to each cube. A procedural noise material is applied and the uvw map is initially adjusted and set to planar. As examples the blue cube has been scaled , by hand , but its modifier gizmo has stayed in the same place and size. The yellow cube has been scaled and rotated but the modifier is still the same size. Both show the modifier gizmo staying the same size in world space but staying attached locally. Note , I find there is a bug in the make unique button that does not make them unique just often only removes the top level controller so this usually has to be tested and set also. The sliding modifier gizmo only slides when the object is not a 0,0,0.

The point of this is for objects to grow into their materials and not stretch attached ones as they scale up or down. Please feel free to ask for any more details.

thanks Joe G

Kỹ năng: 3ds Max

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( 0 nhận xét ) brighton, United Kingdom

Mã Dự Án: #1714391

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