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Linus Ericson
10-25-2003, 10:01 PM
When I open comet rigg I get this dialog(but I can not find errors in the rigg after that):

"MAXScript Script Controller Exception"
! -- Runtime error: Illegal self - reference in controller script

and other dialog after that with button Evaluete and Close:

"Script Controller:"

dependsOn $'char_handLCTRL' $'char_elbowLCTRL';

--

-- Wrap this in a cA.get to make sure we have CA's now.

-- Otherwise on a load or merge, 3dsMAX might try to execute

-- this before the CA's get loaded in! This way it waits until

-- everything is fully loaded before -really- calculating.

myD = custAttributes.get $'char_handLCTRL'.Attribute_Holder 1;

if (myD != undefined) then

(

--

-- This script takes two helpers on the wrist to get a

-- local hand "Y" vector, and then unrotates it

-- by the rotation on the lower arm.

-- This way the hand vector is now aligned to the

-- coordinate space of the lower arm.

-- At that point I can get what would be the rotation around

-- the lowerArms X axis using the Y axis as reference

-- (using Y means Y is still correct even if it rotates

-- up/down on the Y axis causing the Z to move)

-- Because we've rotated the hand's world space rotation

-- back by the lower arm readers rotation, this all

-- works in the coordinates of the lower arm, thereby

-- giving us proper values, even though the hand

-- is not in the hierarchy.

-- Using simple trig (SOH CAH TOA) we can get the angle

-- of the twist.

--

coordsys world

(

-- Get rotation in world of lower arm

rotStart = $'char_lowArmReaderLINT'.rotation as eulerangles;

-- where is our wrist axis at?

posEnd = $'char_wristReaderLINT'.position;

-- Get our Y axis for the wrist in world

endY = $'char_wristReaderYLINT'.position - posEnd;

-- Normalize our wrist axis

endY = normalize endY;

)

-- Everything is now normalized for the wrist, so

-- all we have to do now is unrotate by the upperArm angles

-- Make rotation matrices

rotMatX = rotateXmatrix rotStart.x;

rotMatY = rotateYmatrix rotStart.y;

rotMatZ = rotateZmatrix rotStart.z;

rotMat = rotMatX * rotMatY * rotMatZ;

-- Now rotate our Y axis Vector by each x y z of the lowerArm we got

endY = endY * rotMat;

--format "--DEBUG: x=% y=% z=%\n" endX endY endZ;

-- Max atan always in degrees...yay

-- X is axis down bone, Z is up, but will probably move a lot, so look at one back/sideways = Y

autoTwistX = 0.0;

-- First make sure we don't have a divide by 0 error...

if (endY.z != 0) then

autoTwistX = atan (endY.y / endY.z) +90;

-- Then if we have crossed above the Y=0 line, we will have a 180 flip, so handle that...

if (endY.z > 0) then

(

autoTwistX -= 180;

)

autoTwistX = -1*autoTwistX; -- Do this just so things rotate the right way

-- Now add in any manual override the user did using the handCTRL attribute.

autoTwistX *= $'char_handLCTRL'.Attribute_Holder.autoTwistPct / 100.0;

autoTwistX += $'char_handLCTRL'.Attribute_Holder.extraTwist;

--

)

else

0.0;

-- End of autoTwist script

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