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Create Geometry based off another's Bounding Box
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  • IonDave
  • Posted: 17 December 2009 06:35 AM
  • Location: Lacey, WA
  • Total Posts: 40
  • Joined: 17 March 2009 07:43 PM

I have a need to create a box or capsule based on the size, position and rotation of each bone in a Biped rig. The endstate is that I have a new “rig” of only max primitives. Due to export requirements, I cannot scale the objects so their size has to be based on the bone’s size.

I’m thinking to use the bone’s bounding box to get the size, position and rotation and use that information to create each object. Is this the right approach? Any ideas to make this more efficient?



~Dave

http://www.max-realms.com - 3ds Max models, tutorials and forums

Max3-2010

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  • Location: West Midlands, England, UK
  • Total Posts: 14445
  • Joined: 06 August 2007 11:06 PM
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Do they have to be Primitives? You can convert any Biped bone into a Mesh (or other type) object by right-clicking it | Convert To. In MXS use convertTo [node] [class].



Max 4.2 through 2013.
XP-64 (SP2)
NVidia 9800GTX-512 (Driver 266.58).
Core 2 Quad Q6600 2.4GHz, 8Gb Ram, DX9.0c.

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  • IonDave
  • Posted: 17 December 2009 07:35 AM

I already wrote the code for converting the biped bones to editable_mesh for export and import into the PhysX engine as ConvexMesh objects. But this routine would be for export and import to the engine as PhysX shapes, ie. box, capsule or sphere.

My export script gives a choice of using box, capsule, sphere or mesh objects for import into the PhysX engine as these are the options of the engine itself. The mesh part of the script is complete.



~Dave

http://www.max-realms.com - 3ds Max models, tutorials and forums

Max3-2010

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