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Animated object => get orientation

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09-26-2007
07:31 AM
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Hello,
I have a maxscript problem and I need help to find the solution : I give you
a sample max file and a script that illustrates what I want to do.
In the 3dsmax file, you have 3 meshs with animations : the first is a box, the
second a cylinder and the third one is a teapot.
My problem deals with the use of the Link_Constraint controler. Cylinder is
first linked to world and at frame 20 it is linked to the box. The teapot is
linked to the cylinder at frame 70. They all have pos and orientation keys.
I use the testScript.ms to get position and orientation of each of them. The
problem is that the teapot informations the maxscript gives me are not the
good ones. I want orienation in universe coordinates and I do not get them.
To test the problem :
1. Open Max file in 3dsmax9 and go to frame 85
2. Select the world coordinate system
3. Select the teapot and right click on the rotation tool to see rotation
values => gives you (-1,424;173.079,-37
876) => these values seems to be the
right ones.
4. Run the maxscript => Gives you horrible values :
(178.576,6.92052,142.124)
The question is : how to get the correct values of orientation with the
maxscript way ? Do we have to transform the matrix back to get World
coordinates?
The problem does not seem to occur on the position track.
Hope it's clear. 🙂
Thank you for the anwers.
Stephane.
I have a maxscript problem and I need help to find the solution : I give you
a sample max file and a script that illustrates what I want to do.
In the 3dsmax file, you have 3 meshs with animations : the first is a box, the
second a cylinder and the third one is a teapot.
My problem deals with the use of the Link_Constraint controler. Cylinder is
first linked to world and at frame 20 it is linked to the box. The teapot is
linked to the cylinder at frame 70. They all have pos and orientation keys.
I use the testScript.ms to get position and orientation of each of them. The
problem is that the teapot informations the maxscript gives me are not the
good ones. I want orienation in universe coordinates and I do not get them.
To test the problem :
1. Open Max file in 3dsmax9 and go to frame 85
2. Select the world coordinate system
3. Select the teapot and right click on the rotation tool to see rotation
values => gives you (-1,424;173.079,-37
876) => these values seems to be the
right ones.
4. Run the maxscript => Gives you horrible values :
(178.576,6.92052,142.124)
The question is : how to get the correct values of orientation with the
maxscript way ? Do we have to transform the matrix back to get World
coordinates?
The problem does not seem to occur on the position track.
Hope it's clear. 🙂
Thank you for the anwers.
Stephane.