MAXScript 101_2.7 Naming Scene objects
1. 标准场景名称
-- 1. $ + object name in scene
$box01
-- 2. Object Set Names, standard 3ds max catergories
-- 这些名称即create下的所有类别名称
geometry
lights
cameras
helpers
shapes
systems
spacewarps
objects -- all the objects
selection -- the current selection
eg1.
s = selection as array
eg2. loop over current geometry
for o in geometry
where distance o.pos [0, 0, 0] > 10000 do
delete o
-- 将场景中的geometry转化为数组保存下来
g = geometry as array
for o in g where distance o.pos [0, 0, 0] > 10000 do
delete o
2. 对于场景中,将所有omni 灯光的倍增器跳到原来的1.5倍
-- 将lights看作数组
for i in 1 to lights.count do
if classOf lights[i] == OmniLight do
lights[i].multiplier *= 1.5
3. 标准类别名称当做整体处理
select cameras
delete lights
move geometry [1000, 0, 0]
selection.radius -= 10 -- 所有选择的物体需要有半径作为共同属性
4. Pahtnames
1) 路径名由sequence of Obj name 构成
-- 1. 路径名由/分割,其 前者是后者的父亲,逐级寻找下去
-- 2. 路径名中不含有空格,如R Clavicle需写成RClavicle;
select $girl/Pelvis/Spine/Neck/RClavicle
2) 利用通配符(Wildcard Patten)选择objs
select $L*
3) 利用省略号
--选择所有物体
select $girl...*
5. 构造人体
System > Biped