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2025-07-31 16:05:55 +08:00

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--$Sphere001.position=random [0,0,0][100,100,100]
--$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
*/