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Hi,
I’m writing a script to create bones based off the location of point helpers in Max 2010. The point helpers have 0 rotation, and 0 scale.
1. How do I set orientation of the bones as desired?
I think the vector I use during bone creation determines this. If that is the case, what should the vector value be based off in order to control the rotation axis of the created bone.
I’m trying this:
vec=uparm_pt.pos-lowarm_pt.pos
bonesys.createbone uparm_pt.pos lowarm_pt.pos vec
but want the bone rotated differently on creation. Is there an intelligent way to code this? Are the point helpers with no rotation a good way, or should they be rotated to help?
2. How do I create an end bone via maxscript?
By creating a bone with the same start and end point, I get a messed up looking bone facing the wrong direction. What is the correct way to create an end bone via max script?
Thanks in advance!
Adnan Hussain
http://www.madguru.net
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