MAX高级应用.docx

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MAX高级应用.docx

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MAX高级应用.docx

MAX高级应用

么什么高级意思,只是用来刷分,谨慎进入

ifPw_tools!

=undefinedthencloseRolloutFloaterPw_tools

Pw_tools=newrolloutfloater"完美工具"16023592075

rolloutSpring_tools"裙摆工具"width:

165height:

298

localFirstBoneArray=#()

localLastBoneArray=#()

localLastPointArray=#()

localChildArray=#()--子物体的数组

localPosArray=#()--用来创建线的坐标数组

localAddSpringPoints=#()--加弹簧的点

localLyLine--创建线性骨骼用的线

localMySpline

localAllObj

localPtTension=1--越小越有弹性

localPtInd=1.8

localPtMass=300.0--越重越有弹性越大越有弹性

localMassInd=1.3

localMyIks=#()

localfilename=""

GlobalEC_OBJ,EC_TargetObj,EC_SplineOBJ,EC_HelperOBJ

fnGetChildrenObj=

ifObj.children.count!

=0then

EC_TargetObj=Obj.children[1]

ifEC_TargetObj.children.count!

=0then(GetChildrenEC_TargetObj)

fnSplinIk=

IFgetCommandPanelTaskMode()!

=#motionthenSetCommandPanelTaskModeMode:

#Motion

-------------------------------------------------------------------------------------------

--CheckforGroupsandactaccordingly

-------------------------------------------------------------------------------------------

EC_OBJ=selection[1]

ifselection.count>1do

localh=EC_OBJ.parent

if(h!

=undefinedandh.isSelectedandisGroupHeadh)doEC_OBJ=h

Animateoff

-------------------------------------------------------------------------------------------

--DefineFilterFunctionsforPickObjectSelection

-------------------------------------------------------------------------------------------

fnChildFilto=Filters.Is_ChildEC_OBJoorFilters.Is_ParentEC_OBJo

fnShapeFilto=superClassOfo==Shapeando!

=EC_OBJ

-------------------------------------------------------------------------------------------

GetChildrenEC_OBJ

--EC_TargetOBJ=PickObjectcount:

1select:

truefilter:

ChildFiltcount:

#MultipleMessage:

"PickJointtocompleteIKChain"Rubberband:

EC_OBJ.posForceListenerFocus:

False

IfEC_TargetOBJ!

=#escapeorEC_TargetOBJ!

=undefinedthen

ifFilters.Is_ChildEC_OBJEC_TargetOBJthen

NIK=iksys.IKChainEC_OBJEC_TargetOBJ"SplineIKSolver"

appendMyIksNIK

Else

NIK=iksys.IKChainEC_TargetOBJEC_OBJ"SplineIKSolver"

appendMyIksNIK

EC_SplineOBJ=MySpline

--EC_SplineOBJ=PickObjectcount:

1select:

truefilter:

ShapeFiltcount:

#MultipleMessage:

"PickSplinetoassignSplineIK"Rubberband:

EC_TargetOBJ.posForceListenerFo

IfEC_SplineOBJ!

=undefinedandEC_SplineOBJ!

="None"then

-------------------------------------------------------------------------------------------

--MaketheSplinethegoalshapeoftheSplineIK

-------------------------------------------------------------------------------------------

NIK.transform.controller.pickShape=EC_SplineOBJ

-------------------------------------------------------------------------------------------

--AddSplinIKControlModifierandCreateHelpers

-------------------------------------------------------------------------------------------

mod=Spline_IK_Control()

AddModifierEC_SplineOBJ(mod)

mod.createHelper(0)

EC_HelperOBJ=mod.helper_list[1]

--Settheupnodetothefirsthelper

NIK.controller.upnode=EC_HelperObj

-------------------------------------------------------------------------------------------

--AddListControllerandPathConstraint

-------------------------------------------------------------------------------------------

localcont

ifFilters.Is_ChildEC_OBJEC_TargetOBJthen

cont=AddListControllerEC_OBJ"Pos"Position_List

Ifclassofcont[listCtrl.GetActivecont].object!

=Path_Constraintthenconstraint=AddConstraintEC_OBJ"Pos"Path_Constrainttrue

elseconstraint=cont[listCtrl.GetActivecont].object

else

cont=AddListControllerEC_TargetOBJ"Pos"Position_List

Ifclassofcont[listCtrl.GetActivecont].object!

=Path_Constraintthenconstraint=AddConstraintEC_TargetOBJ"Pos"Path_Constrainttrue

elseconstraint=cont[listCtrl.GetActivecont].object

-------------------------------------------------------------------------------------------

--AddPathConstraintObjectTargetasthespline

-------------------------------------------------------------------------------------------

constraint.AppendTargetEC_SplineObj50

DeleteKeysconstraint.percent.controller

constraint.percent=0.0

-------------------------------------------------------------------------------------------

--SetActiveController

-------------------------------------------------------------------------------------------

SetActiveControllercontconstraint

--Format"%\n"(EC_OBJ.name+"isPositionConstrainedto"+EC_HelperOBJ.name)to:

Listener

SelectEC_OBJ

MaxMotionMode

fnSaveONameObj=

f=createFilefilename

foroinObjdo

format"$%\n"o.nameto:

f--outputnameinapathnameform

closef

fndeleteObj=

f=openFilefilename

whilenoteoffdo

o=readValuef--readobject

try(deleteo)catch()

closef

fnSelChildrenselSelChilds=--把子物体加进选择集函数

fori=1tosel.children.countdo

tempsel=sel.children[i]

appendSelChildstempsel

iftempsel!

=undefineddoSelChildrentempselSelChilds

returnSelChilds

fnSelArrayToPosArraySelArray=--选择集转换成坐标pos集函数

foriinSelArraydo

appendPosArrayi.pos

returnPosArray

fndrawLineptArray=----画线函数

LyLine=SplineShapepos:

ptArray[1]

addNewSplineLyLine

foriin1toptArray.countdo

addKnotLyLine1#corner#lineptArray[i]

updateShapeLyLine

returnLyLine

fncopybonessel=--拷贝骨骼并隐藏

FirstBoneArray=#()--子物体数组

appendFirstBoneArraysel--把自己加进选择集

SelChildrenselFirstBoneArray--把子骨骼加入数组

LastBoneArray=#()

foriinFirstBoneArraydo

appendLastBoneArray(copyi)

foriin2toLastBoneArray.countdo

LastBoneArray[i].parent=LastBoneArray[i-1]

hideFirstBoneArray

SelectLastBoneArray[1]--选择新复制骨骼的跟骨骼

fnSetTensionobjsTensionInd=--设置弹簧拉力

foriinobjsdo

i.pos.controller.Spring.setTension1Tension

Tension=Tension/Ind

fnsetMassobjsMassInd=--设置弹簧重力

foriinobjsdo

i.pos.controller.Spring.setMassMass

Mass=Mass*Ind

fnbakeAnimsel=--烘焙关键帧

FirstBoneArray=#()--子物体数组

appendFirstBoneArraysel--把自己加进选择集

SelChildrenselFirstBoneArray--把子骨骼加入数组

bakepoints=#()

starttime=animationrange.start

endtime=animationrange.end

foriin1to(FirstBoneArray.count-1)do

bakepoint=Pointtransform:

FirstBoneArray[i].transformisSelected:

on

appendbakepointsbakepoint

try(

AllObj=AllObj+bakepoints

SaveONameAllObj--保存所有物体名称到文本文件

)catch()

fortinstarttimetoendtimeby1do

sliderTime=t

withanimateon

foriin1tobakepoints.countdo----点跟着骨骼打关键帧

bakepoints[i].transform=FirstBoneArray[i].transform

ifMyIks.count!

=0then(deleteMyIks)else(delete$'IKChain*')

fortinstarttimetoendtimeby1do

sliderTime=t

withanimateon

foriin1tobakepoints.countdo----真正烘焙骨骼关键帧

FirstBoneArray[i].transform=bakepoints[i].transform

buttonbtn_CreatIk"创建软物体"pos:

[5,10]width:

136height:

20

buttonbtn_verysoft"软"pos:

[5,35]width:

20height:

20

buttonbtn_veryhard"硬"pos:

[120,35]width:

20height:

20

buttonbtn5"savedate"pos:

[5,60]width:

136height:

20

buttonbtn_soft"软"pos:

[29,35]width:

20height:

20

buttonbtn_yiban"一般"pos:

[53,35]width:

38height:

20

buttonbtn_hard"硬"pos:

[96,35]width:

20height:

20

buttonbtn_bakeAnim"烘焙关键帧"pos:

[5,85]width:

136height:

20

buttonbtn_clearscene"清理场景"pos:

[5,110]width:

136height:

20

onSpring_toolsopendo

animButtonState=off

onbtn_CreatIkpresseddo

ifselection.count==1then

FirstBoneArray=#()--清空变量

LastBoneArray=#()--清空变量

MyIks=#()--清空变量

filename=maxFilePath+(getFilenameFilemaxFileName)+"_"+$.name+".dat"

copybones$--拷贝骨骼并隐藏原来的骨骼

PosArray=#()--画线用的坐标

AddSpringPoints=#()--清空变量加弹簧控制的点

SelArrayToPosArrayLastBoneArray

MySpline=drawLinePosArray

SplinIk()--我的创建splineik的函数,创建线性ik,替代了下面这行的命令,哈哈!

--macros.run"InverseKinematics""SPLINE_IK"

LyLine.modifiers[#Spline_IK_Control].linkTypes=1

--下面是给每个控制点加上弹簧

foriin2toLyLine.modifiers[#Spline_IK_Control].helper_list.countdo

TempPoint=LyLine.modifiers[#Spline_IK_Control].helper_list[i]

appendAddSpringPointsTempPoint

TempPoint.pos.controller=SpringPositionController()

AddSpringPoints[1].parent.parent=LastBoneArray[1].parent

completeRedraw()--刷新一下场景,不然弹簧拉力设置不上。

SetTensionAddSpringPointsPtTensionPtInd--设置弹性

setMassAddSpringPointsPtMassMassInd--设置点重量

foriin1to(FirstBoneArray.count-1)do

myik=IKSys.ikChainFirstBoneArray[i]FirstBoneArray[i+1]"IKHiSolver"

appendMyIksmyik

myik.parent=LastBoneArray[i]

hidemyik

selectFirstBoneArray[1]

Allpoints=#()--创建线性ik时候产生的point点集合

foriin1toLyLine.modifiers[#Spline_IK_Control].helper_list.countdo

TempPoint=LyLine.modifiers[#Spline_IK_Control].helper_list[i]

appendAllpointsTempPoint

------------------------下面保存数据----

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