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maxscript access to object speedmultiplier
#1
Is it possible to modify the value of the speedmultiplier in the object tab for the objects used in a simulation through maxscript. I need to modify values for a few dozen and it's quite painful to do eery single by hand just for test purposes.

Thanks in advance.

Fred
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#2
I assume you are talking about velocity? It appears to be, does it not work for you?

$'FFX Object Src01'.Object Velocity =
blower of smoke ..ooOO
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#3
Actually, the objects are not emitting anything. I just added them from the OBject/Sources/SpaceWarps tab, without using an Object Src. I just wanted to have them influence the motion in the smoke. So I didn;t feel Object Srce is need fo that.

So the $'FFX ObjectSrc01'.Object Velocity doesn't work in that case.

Thanks for the answer though.

Fred
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#4
hum.. just rapidly , with 1.1 , you can get to the object GetObjectByIndex () , but i cant seems to get to the speedMult or Type .. maybe i m forgetting something..
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#5
Oh sorry, I miss understood. I don't see any access to the speed multiplier either.

Although you could "fake it" with an object source by adding your object and disabling all of the channels, then use the object sources velocities, you would gain a little more control over the interaction as well with the extra velocity and the mapping channel and turbulance. This method would give you scripting control. Not quite the same as just using the object speedmult, but it does work.
blower of smoke ..ooOO
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#6
Thanks jrand

As you said, the method you suggested offers more flexibility. I have to give it another try.
I'll try it again this week.

Thanks for the reply.

Fred
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