
- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
MAIN QUESTION: If you have an object being influenced by scripts in other objects in the scene, how can trace backward to find the source of that influence? For instance if a text object is reporting the speed of a car model and the script that updates the text object is in a Float Script controller on the z-position channel of a helper object, how do you find the location of the script to make edits to it? (Assuming you don't already know which helper and which channel to search for?) I have a file with over 100 helpers, which means over 700 possible channels to search one at a time.
My main question is more specific than the Subject implies, but is a symptom of a larger problem - namely, the less informative (and thus less useful) User Interface of 3DS Max 2017. Autodesk has made major changes to the UI in ways that I haven't heard anyone complain about, and they haven't even touched some of UI shortfalls I've seen consistently since they bought it back in version 8.
Please pardon the gripiness of this post. It's the 3rd time I've had to write it because the Forum form still needs work. (deletes text in the <body> if you change other fields)
DETAILS:
So now that AutoDesk has changed the UI to something that more closely resembles a cheap iPhone knock off, how would you suggest I trace control structures? In the past, I could quickly check the Assign Controller rollout in the Motion panel and look for the script icon on any of the Transform channels. Also, if a channel had a script on it, it would be bold. Now that Autodesk has done away with the icons in that list and the channel name is no longer bold when a script is in place, I have to right-click on every single channel for every single possible object until I find it. I mean, really? Whose dumb idea was it to replace the icons with red green and blue? That's redundant information since even a first year Full Sail drop out would relate X, Y and Z axes with R, G and B.
And please don't waste my time or yours by suggesting that I look for the "Float Script" text, since even on a 24" Cintiq it still only says
"Z Position: Float S".
I'm looking for a QUICK way of doing this, and scrolling/right-clicking successive objects on a narrowly displayed list hunting for a script is not "quick".
I'm often given models in different formats (Maya, 3DS Max, CATIA, Motionbuilder, etc) and I have to figure out how the assembly is rigged so that I can make modifications to incorporate it into our system. The files are rarely documented and often somewhat old, so the original designer might not be available. In Maya and CATIA it's easy to figure out because you can directly trace the influence source backward from the target object. In 3DS Max it has always been a challenge because you are blind from seeing the control source from the target object receiving the influence. Now they've made it even harder by replacing the icons in the Assign Controller list with Red Green and Blue pips. Or perhaps there is some undocumented way of making a MaxScript call or some other obscure function in the menus that I haven't heard of (and apparently tech support at Autodesk hadn't either in 2011).
I've been a 3DS Max user since the Kinetix days, and if Autodesk wanted to update the Max UI, I'd be all for it. There are so many annoying UI limitations that don't seem necessary anymore since we can actually have keywords, object names and filenames larger than 8 characters. In this case I think Autodesk should have left the icons in the Assign Controller list, and spent that time reprogramming dialog boxes so that they can be expanded and a user can actually see all of the text in the list.
Thanks for you patience as I gripe. Please respond with a solution.
Kyle
Ride Programmer - Universal Studios
Solved! Go to Solution.