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Rotating Objects in MCG

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Message 1 of 4
Anonymous
573 Views, 3 Replies

Rotating Objects in MCG

Hi. I would like to know the following...

After creating a primitive geometry, in MCG, why is it not possible to rotate the object as oppose to its vertices, or am I missing something? I see there is a transform mesh and rotate mesh, but these 2 nodes only rotate the vertices.

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3 REPLIES 3
Message 2 of 4
ads_royje
in reply to: Anonymous

Hi @Anonymous,

 

MCG has a few different type of outputs.

Using Geometry or Modifier output will work on the mesh (vertices).

If you are looking to move, rotate, scale, the object, it can be achieved using the Controller outputs: Transform, Position, Rotation or Scale Output.

 

I hope that can help! 🙂

 

Message 3 of 4
Anonymous
in reply to: ads_royje

My bad. I did not tell you that my maxtool is a Geometry output, but the transform, move, rotate, and scale controllers are maxtool outputs. My plan is to create multiple box primitives, rotate them, and then attach them all into one mesh. Doing this will allow the user to add this plugin in any view, but keeps the Z axis to always point in the up direction.

It seems kind of odd that since in maxscript it is as easy as typing 

rotate $ eulerAngles -90 0 0

 

Message 4 of 4
ads_royje
in reply to: Anonymous

That sounds great! 🙂

Have you seen this tutorial about cloning:

https://area.autodesk.com/tutorials/3ds-max-mcg-creating-a-clone-modifier-duplicates-position-offset...

?

This is a Modifier output, but it could apply to Geometry too. 

 

The following tutorial might also be of good resource:
https://area.autodesk.com/tutorials/3ds-max-mcg-world-space-effects/

 

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