Point_Path : Helper

Point_Path - superclass: Helper; super-superclass:Node - classID: #(446890147, 36713040) 

The Reactor dynamics system has been retired and REMOVED from 3ds Max 2012.

   

Value > MAXWrapper > Node > Helper > reactor > Point_Path

Description:

The Point_Path Constraint allows you to constrain two bodies so that the child is free to move along a specified path relative to the parent. Alternatively, you can create a single-bodied version of the constraint, where the constrained body can move along a path in world space. The child body's orientation is not restricted by the constraint.

   

Constructors:

Point_Path ... rctPointToPath ... 

   

Properties:

.childBody (Child_Body) : node 

Get/Set the Child Body node.

   

.path : node 

Get/Set the Path node.

   

.parentBody (Parent_Body) : node 

Get/Set the Parent Body node.

   

.iconSize (Icon_Size) : float 

Get/Set the Icon Size. Corresponds to the "Size" value in the Display group in the UI.

   

.hasParent (Has_Parent) : boolean 

When set to true , the Parent node will be used.

   

.isBreakable (Is_Breakable) : boolean 

Get/Set the state of the "Breakable" checkbox in the UI. When set to true , the constaint will break when the linear or angular strengths are exceeded.

   

.linearBreakingStrength (Linear_Strength) : float 

Get/Set the linear breaking strength. Corresponds to the "Linear" spinner in the Breakable group of UI controls.

   

.angularBreakingStrength (Angular_Strength) : float 

Get/Set the angular breaking strength. Corresponds to the "Angular" spinner in the Breakable group of UI controls.

   

.strength : float .tau: float 

These two properties govern the impulses applied to the constraint's bodies in order to maintain the constraint, and so how strongly the constraint works to restrict their movement.

   

.lockSpaces (Lock_Spaces) : boolean 

Get/Set the state of the "Lock Relative Transform" checkbox in the UI.

   

Interfaces

Interface:rctPointToPathInterface 

Properties:

.parentBody : node : Read|Write 

Get/Set the Parent Body node.

   

.childBody : node : Read|Write 

Get/Set the Child Body node.

   

.hasParent : boolean : Read|Write 

When set to True , the Parent node will be used.

   

.parentTransform: matrix3 by value : Read|Write 
.childTransform: matrix3 by value : Read|Write 
.lockSpaces: boolean : Read|Write 

Get/Set the state of the "Lock Relative Transform" checkbox in the UI.

   

.strength: float : Read|Write .tau: float : Read|Write 

These two properties govern the impulses applied to the constraint's bodies in order to maintain the constraint, and so how strongly the constraint works to restrict their movement.

   

.isBreakable : boolean : Read|Write 

Get/Set the state of the "Breakable" checkbox in the UI. When set to true , the constaint will break when the linear or angular strengths are exceeded.

   

.linearBreakingStrength : float : Read|Write 

Get/Set the linear breaking strength. Corresponds to the "Linear" spinner in the Breakable group of UI controls.

   

.angularBreakingStrength : float : Read|Write 

Get/Set the angular breaking strength. Corresponds to the "Angular" spinner in the Breakable group of UI controls.

   

.displaySize : float : Read|Write 

Get/Set the Icon Size. Corresponds to the "Size" value in the Display group in the UI.

   

.path : node : Read|Write 

Get/Set the Path node.

   

Methods:

<void>alignToParentBody() 

Pressed the "Parent Body" button in the "Align Spaces To" group of UI controls.

   

<void>alignToChildBody() 

Pressed the "Child Body" button in the "Align Spaces To" group of UI controls.

   

<void>alignToParentSpace() 

Pressed the "Parent Space" button in the "Align Spaces To" group of UI controls.

   

<void>alignToChildSpace() 

Pressed the "Child Space" button in the "Align Spaces To" group of UI controls.

   

<void>alignToEachBody() 

Pressed both "Parent Body" and "Child Body" button in the "Align Spaces To" group of UI controls.

   

<boolean>getIsValid() 

Returns True if the Constraint is valid, false otherwise. A valid Constraint has the correct number of rigid bodies attached and is included in a valid constraint solver.

See Also