View Full Version : Max - Spead-sheet editor....???
Mr Fudge 04-11-2003, 08:07 PM Has Max got anything like Maya's spread-sheet editor??? Or is there a similar workaround to edit paramaters of multiple objects all at once. Like a series of particles systems for eg?
Thanks Peeps,
Caio,
F
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Dave Black
04-11-2003, 08:16 PM
It's being implemented in R6...Not that it helps you now.
Have a look over at www.scriptspot.com
There are many scripts and interfaces that can help with your needs in that regard.
Sorry I could'nt be of more help.
-3DZ
:D
Mr Fudge
04-11-2003, 08:23 PM
Do any immediately spring to mind???
There are thousand to trawl through, a point in the right direction would be great...
k
magicm
04-11-2003, 10:36 PM
Mr Fudge,
Bobo (aka "maxscript guru") has written a script that does exactly wat you need! find it here: http://www.scriptspot.com/bobo/darkmoon/
it's called "SpreadSheet Editor"..
good luck ;)
BrandonD
04-11-2003, 11:17 PM
Hehe, Bobo's site is a testament to the power of MAXscript.
Mr Fudge
04-12-2003, 01:41 AM
However that script does not allow you to select a series of objects and edit the parameters for those objects.
Like If you wanted to amend some setting to whole series of particle systems for eg.
Is there a script that does that???
- F
BrandonD
04-12-2003, 02:03 AM
You mean like change a bunch of properties absolutely or relatively? First select the type of object and do a showproperties $ in the listener (F11) to display all of the script calls for that object's properties. Some ideas you might consider:
Select a bunch of particle systems and try this:
$.life = 100
Now they all have a life value of 100
How about relative?
$.life =+ 30
Now all selected particle systems have their life parameters relatively adjusted by 30. You may have to swap the operator to "+=" - I can't remember which one it is.
To randomize it, try this:
$.life = 100+(random(0,100))
Crap, I've been burried in Houdini for the last few months, I forget this stuff. Well, at least it's something like that. Do a search on my name for a post I wrote late last year that talked all about how to control particles with simple one-line script commands.
Originally posted by Mr Fudge
However that script does not allow you to select a series of objects and edit the parameters for those objects.
Like If you wanted to amend some setting to whole series of particle systems for eg.
Is there a script that does that???
- F
Oh yes, it does!
You can customize it to do whatever you want (I used it to even edit series of keyframes on multiple objects like a DopeSheet editor), but you have to customize it a bit.
SSE has been developed as a HUB for any spreadsheet functionality you would need. The properties displayed can be defined in a small external layout file which is then used to drive the SSE display... There is another file that controls the filtering of object classes.
SSE lets you generate these files automatically by just picking a scene object - all its properties will be added to a file you can then edit to remove the entries you don't need etc. From that point on, you can always select that layout file and the script will display the properties defined in it.
If you have any questions, feel free to ask.
Cheers,
Bobo
Originally posted by BrandonD
To randomize it, try this:
$.life = 100+(random(0,100))
Crap, I've been burried in Houdini for the last few months, I forget this stuff. Well, at least it's something like that. Do a search on my name for a post I wrote late last year that talked all about how to control particles with simple one-line script commands.
I know the feeling - I have been using another scripting language for the past months (years) parallel to MAXScript and I also have problems switching syntaxes... :)
It should be
$.life = 100+(random 0 100 )
Most properties in MAXScript are mappable, that means you can select any number of objects and apply the same value to their property (as you described correctly in your post). All of them will get the same value as the right side will be evaluated once and assigned to all objects in the $ selection on the left side of the assignment operator "=".
To randomize all values with different random values, one could use
for i in selection do i.wirecolor = random [0,0,0] [255,255,255]
This will assign a random wireframe color to all selected objects, each one will get a different one!
Of couse you know this, but I posted just to show the other guys how much I know :cool:
Bobo,
Can you use SSE to edit skin weights (e.g., select a whole bunch and assign them a single value)? That would be quite handy.
BrandonD
04-12-2003, 10:20 PM
Ah, but you can change values relatively with a syntax that combines "=" with operators. I'm at home now with MAX so I can check for sure. These work:
1. Create three sphere with different radius.
2. Select all three
now try:
$.radius += 5
They should all have 5 added to their radius (not all equal 5). It also works with other operators
$.radius /= 2
$.radius *= 10
$.radius -= 5
martinc
04-13-2003, 02:22 AM
Originally posted by sam
Bobo,
Can you use SSE to edit skin weights (e.g., select a whole bunch and assign them a single value)? That would be quite handy.
I'm no Bobo, BUT, you could use the weight table within skin to do this. Or is there some reason you aren't wanting to use this?
Martin
Originally posted by BrandonD
Ah, but you can change values relatively with a syntax that combines "=" with operators. I'm at home now with MAX so I can check for sure. These work:
1. Create three sphere with different radius.
2. Select all three
now try:
$.radius += 5
They should all have 5 added to their radius (not all equal 5). It also works with other operators
$.radius /= 2
$.radius *= 10
$.radius -= 5
That's correct.
I wasn't objecting your method, I just wanted to explain that using $ means "either the single selected object or all selected objects". In the second case, if you say
$.radius = random 1.0 10.0
and you have 10 objects selected, all of them will get the SAME random value, not 10 different random values... In the cases you actually want the 10 objects to get 10 different values, you would use the for loop to iterate manually instead of letting MAXScript map the expression to all selected objects internally.
Believe me, I am not nitpicking, this is just an esoteric detail (as Swami would call it) :)
Sorry, I meant can you use SSE to edit physique vertex weights? The physique vertex weight table lacks some of the features that SSE looks like it could provide.
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