Itoo Software Forum
RailClone => RailClone Pro (*) => Topic started by: cc8boy on December 14, 2014, 11:14:02 AM
-
Hi itoosoft,
I was making a long row of street lights.
I know it is impossible to use the vraylight objects as segment object in Railclone pro.
But I have an idea, can you show me how to read the transform matrix data of all the street lights objects in Railclone pro via MAXscript ? I want to write a script in order to place the vraylights quickly. I know I can use the Railclone tools. Furthermore, Is anyway to link the vraylights to railclone objects (The distances of vraylights will automaticlly change when I change the distance of the street lights) ?
-
Hi, actually there is not a way to read the transform matrix via Maxscript. To difference of Forest, not all elements generated by RailClone are instances, so for such elements their transformation matrix has not utility without the mesh.
There are several threads discussing workarounds for the lights issue. However, we are evaluating what could be done to make that process easier, using RailClone Tools or perhaps other more specific tool.
-
But in many cases, we just want to instance copy some objects. We don't need any bend or vertex welding or UVW mapping in such this case. I think the script can just read the transform matrix of the nodes which are not be bent or welded is enough.
-
Ok, we'll see what can be done.
-
To account for bending, you could also have a function that transforms a point3 into the world space location (in case the segment is bent, etc.). It would return via reference parameters the world space position and world space rotation.
-
To account for bending, you could also have a function that transforms a point3 into the world space location (in case the segment is bent, etc.). It would return via reference parameters the world space position and world space rotation.
Really RailClone already includes a set of functions to fetch all geometry data, but the interface is designed to be used from C++, not Maxscript. This interface is used for renderers which don't include a SDK, as Corona.