SpacePathDeform - superclass: SpacewarpModifier; super-superclass:MAXWrapper - classID: #(69812, 32670)
Constructor
SpacePathDeform...
Properties
<SpacePathDeform>.path Node default: undefined
The node designated as the path.
<SpacePathDeform>.Percent_along_path Float default: 0.0 -- animatable, percentage
Moves the object along the gizmo path based on a percentage of the path length.
<SpacePathDeform>.Stretch Float default: 1.0 -- animatable
Scales the object along the gizmo path, using the object’s pivot point as the base of the scale.
<SpacePathDeform>.rotation Float default: 0.0 -- animatable, angle
Rotates the object about the gizmo path.
<SpacePathDeform>.Twist Float default: 0.0 -- animatable, angle
Twists the object about the path. The twist angle is based on the rotation of one end of the overall length of the path.
Typically, the deformed object takes up only a portion of the path, so the effect can be subtle.
<SpacePathDeform>.axis Integer default: 2
Choose one to rotate the gizmo path to align with a specified local axis of the object:
0- X
1- Y
2- Z
<SpacePathDeform>.Flip_deformation_axis Integer default: 0
When on, reverses the gizmo path 180 degrees about the specified axis.
0- Off
1- On
What it does is setting the transformation matrix of the deformed object to the transformation matrix of the deformation path.
The PathDeform World Space Modifier provides an additional "Move To Path" button in the UI which is not directly exposed to MAXScript, but its functionality can be easily scripted.
EXAMPLE
thePath = Circle pos:[200,300,400]--create a circle theObj = Box heightsegs:20--create a box with 20 height segments theMod = SpacePathDeform()--create an instance of thePathDeformWSM addModifier theObj theMod--add to the box theMod.path = thePath--set the path to the Circle shape theObj.transform = thePath.transform--MOVE TO PATH!
You can link the deformed object to the path to keep the transformation matrix identical - moving the path around should keep the deformed object aligned.