- Mark as New
- Bookmark
- Subscribe
- Mute
- Subscribe to RSS Feed
- Permalink
- Report
I'm stumped by the issue in Max whereby splines have some magic orientation that you can't alter after the fact. For example, they always extrude in the direction of the viewport in which they were created. There are many cases in which that simply isn't an option. Such as with imported splines, or splines created from edges of existing geometry. Also, when you create a spline via script, it seems to default to the XY plane, so that extrusions are world Z-up.
This is an annoying issue which has led to many issues over the years, there are many forum posts on the subject. Solutions range from creating a new slpine in the desired viewport, attaching the original one and then deleting the temporary one. Or, you can rotate the spline to the XY plane and perform a reset Xform with collapse.
I'm running into this issue with a problem I'm trying to solve. I have a script which creates a spline from a series of polygon edges. I need the orientation of the spline to match the face normal of the polygons from which it was created. But, maxscript forces new splines created via script to have their magic orientation to be Z-up. How can I work around this issue? I've created a simple illustration attempting to depict the problem and the desired outcome.
I think the process would be to:
- align the spline to the XY plane based on a provided normal of the desired extrusion orientation(the face normal)
- reset xform and collapse the spline
- perform desired operations on the spline
- rotate the spline or new object back into the original orientation and position
Extrusion is just an example I chose for purposes of illustrating problem, it's not the desired result.
Can anyone provide an elegant solution to this? Much appreciated.
Solved! Go to Solution.