SplineShape : Shape Notes

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wh_bn 发表于 2021/12/15 22:32:21 2021/12/15
【摘要】 You must convert existing shapes to SplineShapes in order to operate on them with the these methods. Use the convertToSplineShape() function to do this. Only the...
  1. You must convert existing shapes to SplineShapes in order to operate on them with the these methods. Use the convertToSplineShape() function to do this.

  2. Only the updateShape() function updates the shape ' s internal caches and images in 3ds Max viewports. This is because updates can be computationally expensive and you don ' t want them performed on every function call. However, you must make sure you do call the updateShape() function after a series of changes and before the shape is to be worked on in 3ds Max or by other functions in MAXScript.

  3. The in and out vectors for Bezier control points are given as vector handle coordinates, not as true vectors as the names suggests.

  4. Coordinates are given in the MAXScript working coordinate system - this is important to note if you are familiar with the corresponding SDK spline functions which always work in object-local coordinates.

  5. If the updateShape() function is called on an object that is selected and currently open in the Modify panel, it will drop the current selection in order to avoid a potential crash in 3ds Max , which at the moment, does not support scripted changes to an object open in the Modify panel.

  6. If you are creating or modifying a spline object, and have not yet run updateShape() on the spline, 3ds Max will crash if you minimize and then maximize the 3ds Max window. This is because an only partially created spline is created, and the internal 3ds Max spline structure is left in an unstable state.

 

文章来源: blog.csdn.net,作者:fengda2870,版权归原作者所有,如需转载,请联系作者。

原文链接:blog.csdn.net/fengda2870/article/details/5527446

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