Next we will add a Custom Attribute to the Bipeds Hand, this will drive the location of the ball. We are going to create a spinner for the bipeds right hand. A value of Zero will mean that the ball is at the location of the target. A value of 100 will have the ball rest in the hand. 50 will put it smack in the middle.

Select the Bipeds right Hand (Bip01 R Hand) and add a Attribute Holder modifier.


*If you don't have it already in your StdPlugs\Stdscripts directory (then you can see it as one of the Modifiers) you can simply run the script (MAXScript/Run Script: its located in Scripts\Plugin Scripts, its called Modifier- Attribute Holder) I recommend copying the file to the StdPlugs\Stdscripts directory, that way it will be there every time you start Max. ( You will need to restart max the first time its moved.)

 

Under the Animation menu, (with the attribute holder selected on the modifier stack) goto Add Custom Attribute.

 

 

Change the Name to Right Hold Ball, make sure the Add Attribute to Type: is set to Objects Current Modifier. This insures that the attribute will be added to the Attribute Holder Modifier. Leave everything else as it is and click Add. The modifier stack for the Bipeds right hand should look like this:


 

We can spin the value for the Right Hold Ball, but nothing happens. Sorry, its not that easy. Now we will assign some Attributes to our hand which will drive the balls position relative to the 2 targets. Do me a favor. Pay attention.

Select the Bipeds Right hand. Right click and goto Wire Parameters. Run down the path of Modified Object/Attribute Holder/Custom_Attributes/Right Hold Ball. You then move the cursor and select your Right Ball Point Object. This time, select : Transform/Position/Position Constraint/Position Weight 0 as illustrated.


 

You will be presented with the Parameter Wiring Dialog. What we are doing here is setting up a connection between the Right Hold Ball Spinner value on the bipeds hand with the weights (influences) of the two targets.

Connect the Attribute (Right Hold Ball) to Position Weight 0 of the Right Ball position constraint. Select one way connection and click connect. Leave the dialog open.

 

 

We want the slider (Right Hold Ball) to control the entire range the ball has, from hand to target. To do so, we must create an association with the second weight (weight 1) which is the Hand R Target. Select Position Weight 1, create another one way connection.

What we want in this instance, is to change the expression to 100 - right_hold_ball . This insures that the relationship between the 2 constraints is inversely proportionate, so that when one is at 0, (no influence) then other is at 100 (total influence) and vica-versa.

 



Experiment with the slider, you can see how the ball easily goes from hand to target. So far, so good. Adjust the slider, move the bipeds hand, move the target. All goes as smooth as warm butter. Don't pat yourself on the back too hard just yet. You're not done.

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©Copyright 2003 Bruce Hlavna ®All rights reserved