ReneAlex
12-14-2004, 01:29 PM
REPOST from 3dsmax web board
check this, I think is an omission more than a bug...
well I set up the scene to show you the thing.
first create a 4 bone chain.
then clone it to make a copy
create a spline circle to control the chain.
clone it and algn to each of the chains roots
change colors and open the reaction manager
to the blue one assign a rotation list controller and a second euler, then make this one the active controller
this using the loop shown in PEN 3dsmax tutorial:
for x in selection do (x.rotation.controller = rotation_list())
for x in selection do (x.rotation.controller.available.controller = euler_xyz())
for x in selection do (x.rotation.controller.setActive 2)
now add the master in the reaction manager, ( the Y rotation of the two circle spilnes )
NOW:
if you select the green chain and click in the botton "ADD SELETED" in the reaction manager you may see the pop up menu that shows the transform and the object (bone in this case)... well you select transform\rotation\z rotation.
and you get the state 1 created right?... but the rotations are the current orientation based in the parent, and those are hard to organize and manage, so the common thing is to create the list controller and work wiht 0, 0 ,0 values.
and NOW:
If you do the same in the blue chain with layered rotations; (I mean transform\rotation\EULER XYZ*\z rotation *:[picking the second EULER] ) the reaction manager assigns the reaction controller to the second euler but just in the first object selected... AND in the rest of the chain its puts the reaction controller in the first EULER so you cnat get nice 0, 0 ,0 values in the state 01 that is created by default, you must pick each bone and assign the Z rotation of the second EULER to the reaction manually.
I hope you find a workaround.
PD : attached the scene w/o reaction created.
check this, I think is an omission more than a bug...
well I set up the scene to show you the thing.
first create a 4 bone chain.
then clone it to make a copy
create a spline circle to control the chain.
clone it and algn to each of the chains roots
change colors and open the reaction manager
to the blue one assign a rotation list controller and a second euler, then make this one the active controller
this using the loop shown in PEN 3dsmax tutorial:
for x in selection do (x.rotation.controller = rotation_list())
for x in selection do (x.rotation.controller.available.controller = euler_xyz())
for x in selection do (x.rotation.controller.setActive 2)
now add the master in the reaction manager, ( the Y rotation of the two circle spilnes )
NOW:
if you select the green chain and click in the botton "ADD SELETED" in the reaction manager you may see the pop up menu that shows the transform and the object (bone in this case)... well you select transform\rotation\z rotation.
and you get the state 1 created right?... but the rotations are the current orientation based in the parent, and those are hard to organize and manage, so the common thing is to create the list controller and work wiht 0, 0 ,0 values.
and NOW:
If you do the same in the blue chain with layered rotations; (I mean transform\rotation\EULER XYZ*\z rotation *:[picking the second EULER] ) the reaction manager assigns the reaction controller to the second euler but just in the first object selected... AND in the rest of the chain its puts the reaction controller in the first EULER so you cnat get nice 0, 0 ,0 values in the state 01 that is created by default, you must pick each bone and assign the Z rotation of the second EULER to the reaction manually.
I hope you find a workaround.
PD : attached the scene w/o reaction created.
