---第一種方法。sel_array=for i in selection collect i ---確保收集的是骨骼 global op = falseglobal oop=undefinedfor j in 1 to sel_array.count do( for i in 1 to sel_array.count do ( if sel_array[j].parent !=sel_array[i] then ( op= true oop =sel_array[j]
-- curb unwrapper(version 0.1, 6th may 2004)-- MAX script, tested with 3ds MAX 5.1-- (c) 2004 Andrei Kletskov (111)-- homepage: http://andklv.narod.ru -- e-mail: andklv@mail.ru -- please do not remove any copyrights from this script-- Description --
A face always has 3 vertices.--一個面總是有3 個點構成Each pair of vertices define one of the 3 edges of the face, and at the same time can be seen as a vector --每一對點 看看做是連著3 條變 還有就是一個面。同時 很多時候我們是吧他看做一個向量。 every vertex is already a vector--每個點都能看做是一個向量。 and
global LI_Isolateglobal LI_Back btnpress=0 AllArray=#()curselArray=#() firstArraypview activecam theNodeName store1stPos=truefn LI_Isolate=( if store1stPos==true and btnpress==0 then
--關於檔案合并的一個檔案。p=[100,100,100]for i = 1 to 5 do box pos:(random p -p) -- create some boxessavemaxfile "mergetest.max" -- save to filefor obj in objects do obj.name = "_"+obj.name -- rename the boxesobjects.pos += [0,-1000,0] -- move them off to the
local tempCSandBone,tempboneobj,tempbipedobj fn getboneNode num =---按骨骼物體處理---- ( try( tempCSandBone= #(); tempboneobj =#(); tempbipedobj =#() for obj in geometry do ( ---這個沒有用到在這裡就不進行運算了。 --if (classof obj==BoneGeometry) or (classof