View Full Version : modify a custom attribute?
pmatlock 12-11-2002, 09:25 PM Ok---I am currently trying to rig a model (1st time) for animation. I have been spending a lot of time playing with different controller aspects so I can have a finished product that is easy to manipulate for animation. With that said, heres my problem....
I am using max 5 and would really like to use custom attributes to control the rotational joints on my setup. I can create the custom attributes just fine.....I can wire them to control the rotation on the joints just fine....those parts are easy.
The problem is editing the custom attribute ranges after it has been created.
The only way I can get the values correct is to keep creating and deleting the custom attribute until I get the ranges correct. Its pretty much trial and error. This process is a bit annoying and wastes a lot of time.
So......how do I create the attribute one time and edit the "from" and "to" range settings when I need to at a later time?:hmm:
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AnimBot
12-11-2002, 09:27 PM
I haven't found a way to do that yet. I hear that you may be able to do it through track view but I'm not sure about that.
pmatlock
12-11-2002, 09:41 PM
Thanks----maybe some one can answer the question because I have seen screen shots of peoples UI's that have ten or more custom attributes set up. Some one has to have the answer.
KiboOst
12-11-2002, 09:55 PM
http://www.scriptspot.com/download.asp?ID=588
you get the answer :beer:
Kib
pmatlock
12-11-2002, 10:05 PM
the amzing thing is ....i already found that script and loaded it.
For one it is a max4 script...but it probably doesn't matter.... I never found the magical "edit" button that it was suposed to add.
thank you very much KiboOst for the reply but Am I as blind as a bat?!!
pmatlock
12-11-2002, 10:59 PM
Ok---So i am blind ....kinda
I tried to rename the old file as:
macro_customattributes_old.mcr
that doesn't work....i had to actually move the file somewhere else and now it works fine.
Thanks for all the great help....much appreciated!!!!!:thumbsup: :thumbsup:
MotionKey
12-13-2002, 12:32 AM
May be if you use reactor controllers can set that up
you can edit all the reactions later changing the reaction state
Could yoou be more specific on what you want to do ?
pmatlock
12-13-2002, 03:43 PM
MotionKey-
Right now I have a built mesh- and i am just experimenting with easy ways to control movemts such as the wrist and hands. This is my 1st time actually building a rig/skeleton system and I like the idea of having all the controlles labeled and in one spot instead of spending so much time rotateing a view port just so you can grab what you need. Its just a personnal project and I wanted to explore as many options as possible.
I haven't played with reactor controllers that much. But now that you mentioned it, maybe I will have to go try these suckers out and see what they are like.
For everyone else-
I apologize if this thread looks like it belongs in the character rigging forum, but since i had a particular question about one 3dmax's features, I thought it belonged here.
MotionKey
12-13-2002, 04:12 PM
If you give me your e-mail i can send you a very simple script that create buttons to select each of your character controls
Like Head
Lfoot
Rfoot ect....
you can set a button for your hands helpers
if you dont have it you have to create a poit helper for each hand
and add custoom attributes and wire them to fingers rotation
You can set circle and link it to what ever part you want to rotate or move
:cool:
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