View Full Version : Fallof Mix curve access
01-10-2011, 09:04 AM
I need to create points in my falloff map, and move them.
In maxscript help it says:
Falloff : TextureMap <Falloff>.mixcurve SubAnim default: SubAnim:MixCurve
This mix curve determines the falloff.
<Falloff.mixcurve>.curve_1 SubAnim default: SubAnim:Curve_1
The curve_1 SubAnim contains the mix curve points. You cannot create or access these points unless the point is animated. If a point is animated, you can access the point position using the .Point_X property of curve_1, where X in the point number.
but I've got trouble understanding exactly how.
Do any of you have some script for this?
I just need to understand how to access a point to move it, and how to access next point.
Problem is that I'm doing something wrong, so I cannot access it like expected.
Are your points animated?
01-10-2011, 01:54 PM
My googling revealed that they have to be animated.
also someone mention that it cannot be done through maxscript.
But I hope there is a solution to this, it's the only missing piece in my tool.
01-10-2011, 04:03 PM
The best way I can think to access maps/materials that aren't creatable/accessible through maxscript is to setup a simple material library with some already setup map(s)/mat(s). Then load that map/mat and you can access it as needed. This means you distribute on extra small file with your tool and can workaround the issue, like you currently have.
01-10-2011, 05:02 PM
I cannot do this because I'm depending on adjusting the curve through script..
hmm. strange that they complicate such a small thing like this.
01-10-2011, 06:11 PM
Create a map in a material library that has 10 animated mix map vertices, you can then load that map, delete any you don't need and adjust the rest, all through maxscript. The only difference is instead of creating the map from scratch you are loading it from disc. This is the only way (that I know of) you will get the control you want.
01-11-2011, 10:27 AM
yes, I guess this is what I'll end up doing..
I do not like it, but now it seems like there's no other way.
01-13-2011, 09:39 PM
It's certainly on my wishlist.
01-14-2011, 11:59 AM
If your tool is just for personal use you could use a BerconGradient.
I think it can do everything a falloff map can do and more.
01-15-2011, 12:06 PM
thanks for the info, but I do not want to depend on 3'rd party tools in this tool.
But It's very useful information to others who are having same problem. so thanks for the info.
01-17-2011, 06:38 AM
also one of the biggest problems with BerconMaps is that "mental ray is NOT supported".
01-17-2011, 09:41 AM
No you're right, Mental Ray isn't supported.
Like I said in my original post, if your were developing a tool for your own use (and not rendering with MR) BerconMaps might have offered a solution.
I thought I'd found a found a workaround for this when noticed the standard gradient ramp has a normal mode but again most of the parameters aren't accessible to MaxScript. That led me to the BerconGradient.
Looks like PiXeL_MoNKeY's is the best solution.
01-17-2011, 09:41 AM
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