3ds Max Animation :: How To Position Point Helper At Endpoint Of Taper Length In 3D Space
Nov 8, 2011
How to position a Point Helper at the endpoint of the Taper Length in 3d space? I think it would extend the Taper in its use for rigging things. Have a look at the screenshot. I mean the magenta ones.
I know there is a mathematically way with vector analysis, but it's to long ago to script it fast. Or is there a helper which has the same capability?
I try to wire the length parameter of a taper object to the local Y-Position values of another object. It works fine until I reload the file. I get an MAXScript Wire Controller Exception error:
--Runtime error: Illegal self-reference in controller script
...and the parameter-wire dialog opens. The desired functionality returns by clicking the Update Button and everything works fine again.
So when i would select a line, hover over one of the endpoints, the length and angle would be shown, as a quick dimension. for some reason that has stopped, all it does now if i select the line, hover over an endpoint the only thing it says is stretch, or lengthen.
RANT!!! (come on 2013, thats stupid, stretch and lengthen are basically the same thing, dont you think if i stretch something it would automatically lengthen something, and if i lenghtened something, it in fact would also be stretching it. and to see you replaced the simple dimensioning of that line with a pointless i wouldnt call it option. now to figure out the length i have to keep the properties file open, or i have to draw a faux line over the current one just to check its length, or literally i have to draw a dimension line.) EnD!!
What option might have been turned off? and that the new array no longer gives you a box, but you do it all through the command line. or the dynamic input. That was an AWESOME box that i do miss dearly, and no longer have the option to bring back..
In model space I set the units form my dwg (cm), draw a line (100units). Next i go to paper space, create a viewport. When the viewport scale is set to 1:1 the ploted line is 100mm in length (not 100cm). Why is this so? How should I correct this? Changing of units in model space does not effect the length of the line in paper space.
I'm wanting to use a diffuse colour to alter the iterations in the mesh smooth modifier. I'm using the wire parameters dialogue but am unsure of how to turn the 3 point value of the diffuse (rgb) into linear (1 point) data.
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit Home Computer -BBC Electron with tape player and a copy of creepy cave
In sub object mode, I have some vertex selected, I would like to set this vertex to a specific position in space.
For exemple, In the picture attached, I want that each 4 vertex set to 0 in x position in one command (I don't want set to 0 individually each vertex).
I am drawing in a viewport on a layout sheet rather than directly on the model so I can work on the same model but show different layers. However, when drawing lines, instead of the box thay appears containing the dimension of the line remaining close to the cursor so it is always visible on the screen no matter how zoomed in you are, it is fixed half way along the line so it disappears off the screen so I cannot read it. This doesn't happen when working directly on the model and is very frustrating more than anything else. Is there a way to change this?
BlockTableRecord.Position gets the position of the block in its owner. So if it is a nested block, it gets the position inside the parent block.
I want to get the position of a nested block in the space (model or paper). One way of doing this is getting the location of that parent, and if the parent is also nested, get that position and so on...and then calculate the position of the nested block.
is there a reason that, no matter how I position my arms and spine. the spine joints orientation is always in world space (pointing in x y and z) but my arm through finger joints orient perfectly the way I want them...?
does the orientation of the spine even matter as long as it rotates properly? I can just do a orient Joint command after the spine is made and live with any joint orientation.
I put a dimension in paper space to check the length of a line and after, i wanted to clear that dimension but it didn't dissapear. If I zoom out or zoom in the screen,the dimension still remains in the same place and it's not scalling. What can I do to clear that dimension?
I'm currently running AI CS6. In previous releases, when I wanted to start entering text at a certain point (with the regular type tool) I would position the I-beam at the vertical line where I wanted to start, and with the little horizonal line of the I-beam on the horizontal line where I wanted to start, and click. But in CS6, that click seems to position the text on the left-most dotted line surrounding the I-beam, rather on the I-beam itself. Is there some parameter I can set so that the I-beam determines the starting point of text? Or do I just need to adjust my thinking to a different way?
In Premiere Pro CC, if I have previously set an in and out point in my source monitor, the spacebar plays clips from the in point only. I'd rather be able to move my CTI to any place in my clip, hit spacebar, and play from there but it always snaps to the in point and plays from there.
The play around shortcut is a joke because it doesn't play from the playhead location and loops at seemingly random intervals.
I made and rigged some bones to animate a mech a modelled. However, after rigging I realised that one of the bones was too short, effectively making the 'thigh' pivot around an area lower than the 'hip'.
Is there a way of lengthening the bone, or do I have to delete it all and start again?
This is an annoying issue within photoshop. I am working on an animation for a video and when I try to change the position of a charater on a new frame it also changes the positioning on all of the frames previous of it.
I am making a walk cylcle and I want the character to walk from one end of the screen to the nextl but, when I make a new frame, move him to the opposite end of the screen on a NEW FRAME it changes the previous frames position to match the current one I am on.
Im trying to wire an object's Z position to a custom attribute. I've frozen transforms, but whenever i wire the zero euler Z position to the attribute, when i control the attribute, i notice that my object is moving relative to world, and not to its position.
I want to move it along its own Z axis, not world axis.
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
1. I have an ARROW that I would only like to animate along the Local X position. 2. I have a helper that i would like to control the rotation of the ARROW. 3. Once i rotate the helper, i would like the ARROW to still go in the Local X position but in the direction its facing.
Does this require a script or can this be achieved another way?
100 frame animation setup. created a slice plane on a box, animated it, copied it to a copy of the box with different material, tried to link a deflector created in the left view port to the slice plane and it doesn't exactly line up/match.
checked animation curves, there was only 1 on the slice plane, and tried linear or curved, no difference, the deflector doesn't line up exactly.
tried wiring it to each box, recreated a couple times. the attached picture shows the slice plane and how it lags behind the gray/white slice modifiers.
Max Design 2014, Boxx Xtreme, Box RenderPRO, Win7Pro, K4000
I'm trying to get the position of point text from left anchor if left aligned, middle if center aligned and right if right aligned. is this even possible?
here are the keys of object I am trying to get at:
Is there a way to get the position parameters for a Biped COM to play with in Track View? All I get are the rotation parameters. If that's not possible I'd like to know a way to manipulate the animation between 2 keyframes. The TCB parameters don't seem to be working for this.
When importing an event, my point descriptions are cutoff at 16 characters.
Is there any setting to increase this?
If I have Microsoft Access installed on my computer, can one easily modify the table?
If you can modify the table using Access, can you define a default DB or would I have to redefine the string length within a table everytime I create a DB thru Civil 3D GUI?
My curves layer sliders seem to have been reversed. I would like the curves layer to show the black point slider on the left and the white point slider on the right.
For example, I have a 10cmx10cm grid with lines every 1cm. I want to turn this square into a triangle by reducing the length of the top edge to a single point. The final image should show the vertical lines reaching up towards the top centre, while still leaving the horizontal lines 1cm apart.
Using DISTORT will push the vertical lines up towards the top, producing uneven spaces between the lines. How do I avoid this? know it would be easy to recreate the desired triangular grid from scratch, but this is just an example of my problem. I need to apply the solution to graphics which cannot be reproduced again - i.e. bitmaps.
I'm using AI CC now, but I noticed this problem in earlier versions of AI: If I want to place a one-word label on an illustration I move the type insertion cursor to a speific point on the screen image and click, but then the flashing insertion point, where the label will actually start, pops up elsewhere, usually a line or two above where the cursor was, and a pica or two to the left, forcing me to type the label, then move it into position rather than simply typing it in the right place and moving on. The problem is merely annoying, but I'd like to fix it. It's probably a matter of ignorance-I simply haven't read the right documentation, but I don't know what to call the problem. Where can I find out how to change the position of the cursor relative to the insertion point?