Created
September 16, 2016 21:31
-
-
Save EricTRocks/10f6a6d418439109fd96f1c8b5df0b09 to your computer and use it in GitHub Desktop.
Create a Bone object in 3dsMax 2017
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import MaxPlus | |
import pymxs | |
import random | |
rt = pymxs.runtime | |
bone = pymxs.runtime.boneSys.createBone(rt.Point3(0, 0, 0), rt.Point3(8, 0, 0), rt.Point3(0,0,1)) | |
hash = random.getrandbits(128) | |
bone.Name = str(hash) | |
node = [x for x in MaxPlus.Core.GetRootNode().Children if x.Name == str(hash)][0] | |
node.SetName('blah') | |
node.BaseObject.ParameterBlock.Length.Value = 3 * 10.0 | |
node.BaseObject.ParameterBlock.Width.Value = 10.0 | |
node.BaseObject.ParameterBlock.Height.Value = 10.0 | |
node.Scaling = MaxPlus.Point3(3, 3, 3) | |
node.Position = MaxPlus.Point3(20, 20, 20) | |
help(MaxPlus.Quat) | |
node.Rotation = MaxPlus.Quat() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
The hashing is to ensure I can find the object after creation through the runtime. If anyone knows a more direct way to convert from the wrapped object that the run time returns to a MaxPlus node type I'd appreciate the insight.