Mathieson
10-22-2007, 04:46 AM
Hi everyone,
I wanted to have a tool that would zero out the transform controllers on an object without setting the list controller back to just the frozen track and zeroed-out track. I finally got around to writing it today and thought I'd post it on here for some feedback.
Click here to download the tool. (http://www.mathiesonfacer.com/scripts/facerFX_freezeTransform/facerFX_freezeTransform.mzp)
It is an mzp file, so just drag it from windows into max's viewport and then next time you start max go to "Customize/Customize User Interface" and it will be in the category "facerFX Tools".
To use the tool just select an object and evaluate. If your object has any constraints, script controllers, expression controllers, noise controllers, etc., they will be left untouched and all other controllers will be zeroed out.
Known bugs:
-When run on an object with animated rotations, the rotation animation gets messed up. I believe this is due to quaternian rotations trying to find the quickest route from point A to point B.
If you find any other bugs, please email them to info@mathiesonfacer.com.
Thanks!
I wanted to have a tool that would zero out the transform controllers on an object without setting the list controller back to just the frozen track and zeroed-out track. I finally got around to writing it today and thought I'd post it on here for some feedback.
Click here to download the tool. (http://www.mathiesonfacer.com/scripts/facerFX_freezeTransform/facerFX_freezeTransform.mzp)
It is an mzp file, so just drag it from windows into max's viewport and then next time you start max go to "Customize/Customize User Interface" and it will be in the category "facerFX Tools".
To use the tool just select an object and evaluate. If your object has any constraints, script controllers, expression controllers, noise controllers, etc., they will be left untouched and all other controllers will be zeroed out.
Known bugs:
-When run on an object with animated rotations, the rotation animation gets messed up. I believe this is due to quaternian rotations trying to find the quickest route from point A to point B.
If you find any other bugs, please email them to info@mathiesonfacer.com.
Thanks!
