--$Sphere001.position=random [0,0,0][100,100,100] --$Sphere001.position.x=random 0 100 --$Sphere001.transform=random [0,0,0][100,100,100] --$Sphere001.rotation=random [0,0,0][100,100,100] /* format "$Sphere001.transform=%\n" $Sphere001.transform --世界位置,旋转,缩放 format "$Sphere001.rotation=%\n" $Sphere001.rotation --世界旋转(四元数) format "$Sphere001.position=%\n" $Sphere001.position --世界位置 format "$Sphere001.scale=%\n" $Sphere001.scale --世界缩放 format "$Sphere001.pivot=%\n" $Sphere001.pivot --轴点 --默认控制器下世界坐标 $Sphere003.position.controller.'X 位置' --英文版为 $Sphere003.position.controller.'X Position' $Sphere003.rotation.controller.'X 轴旋转'=0 --英文版为 $Sphere003.rotation.controller.'X Rotation' $Sphere003.scale.x --中英文一致 --旋转四元数 x y z w X、Y、Z构成矢量,W是围绕矢量的旋转角度 $Sphere003.rotation = $Sphere001.rotation $Sphere003.rotation.x $Sphere003.rotation.y $Sphere003.rotation.z $Sphere003.rotation.w */ /*a=point() a.transform=$.transform b=point() b.transform=$.children[1].transform a.size=10 a.box=true a.cross=false b.size=10 b.box=true b.cross=false $.pos.controller = position_constraint() $.pos.controller.appendtarget a 100 $.rotation.controller = lookat_constraint() $.rotation.controller.appendtarget b 100 $.rotation.controller.lookat_vector_length = 0 $.rotation.controller.viewline_length_abs = off $.rotation.controller.upnode_world = off --上方向节点设置 $.rotation.controller.pickupnode = b $.rotation.controller.relative = on --保持初始偏移 $.children[1].pos.controller = position_constraint() $.children[1].pos.controller.appendtarget b 100 $.boneScaleType=#none $.scale.controller = ScaleXYZ() $.scale.controller.X_Scale.controller = float_script() --骨骼链条生成 rollout boneRig "请先选中根骨" ( button btn "骨链绑定" on btn pressed do ( bo = $ --选中的骨骼节点 a = point() --已经在骨骼节点处创建的虚拟节点 a.size=10 a.cross=false a.box=true a.transform = bo.transform while bo.children[1]!=null do ( bo.pos.controller = position_constraint() --先位置约束到已创建的a bo.pos.controller.appendtarget a 100 bo.boneScaleType=#none --更正缩放控制 bo.scale.controller = ScaleXYZ() bo.scale.controller.X_Scale.controller = float_script() a = point() --为子端创建一个新节点 a.size=10 a.cross=false a.box=true a.transform = bo.children[1].transform --对齐到子端 bo.rotation.controller = lookat_constraint() --骨骼注视约束到子端的a bo.rotation.controller.appendtarget a 100 bo.rotation.controller.lookat_vector_length = 0 bo.rotation.controller.viewline_length_abs = off bo.rotation.controller.upnode_world = off --上方向节点设置 bo.rotation.controller.pickupnode = a bo.rotation.controller.relative = on --保持初始偏移 bo = bo.children[1] --递进bo赋值为子骨骼 ) bo.pos.controller = position_constraint() --末端子骨骼位置约束 bo.pos.controller.appendtarget a 100 ) ) createdialog boneRig */