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BaseJump
MaxScript Version 2.1 Source for 3ds max 4 and
higher (12/03/2004)
Copyright (c) 2003-2004 by Borislav Petrov |
SHORT DESCRIPTION
BaseJump is a callback script manager
which will let you :
-
Jump to a specific modifier on the stack of a
single object, optionally switching to a desired sub-object level.
-
Jump to a specified modifier class on the stack (if
present). If more than one of the kind, you can specify which one to jump to.
-
Jump to a specified level on the modifier stack (if
present).
-
Jump to BaseObject level in the modifier stack
whenever an object is selected
-
These jump options can be stacked, so if one fails,
the next one will be performed.
For example, if you have multiple text shapes
with an extrude modifier on top and want to edit the text field manually, you
can set BaseJump to jump to the BaseObject. Now you can select
every object and the modifier stack will always show you the desired
level.
Another example - if you have a number of
objects that have a Bend modifier deep in the stack and you want to edit its
Angle, you can tell BaseJump to switch to the Bend modifier. Every
time you select a new object, the Bend modifier will be selected in the stack.
In the latest version, you can select an object,
select a modifier on its stack and set this specific modifier and its sub-object
level as the Local Target for BaseJump. Next time you select the
same object, if Local is active, BaseJump will go to that specific modifier
(even if it has moved on the stack to a different level.). If the SubO option is
checked, the Sub-Object level will also be set.
INSTALLATION
-
BaseJump is a MacroScript.
-
Download and Unzip the distribution
file to your \Scripts directory.
-
Start 3ds max, select MAXScript > Run Script
and select the file
-
Right-click a toolbar, select Customize...,
find Category "Bobo_s Tools" and drag&drop Base Jump to
the toolbar.
-
Press the button to launch the script.
FEATURES AND USAGE
Version 2.1 (12/03/2004)
-
The UI gives you a set of checkbuttons on the left
side to specify the possible checks to perform on the currently selected object.
- All active checks are performed from top to
bottom. If a check fails, the next active check is performed and so on.
- Local - this checkbutton allows you to
jump to a specific modifier on per-object basis.
- To specify a Local Target, select a single
object, select the desired modifier, set the desired Sub-Object level (if
applicable) and press the Set Current... button.
- To jump to the specified target, check the
Local button and eneable BaseJump. If you select the same object
again, the modifier stack will be set to exactly the same modifier. If the
SubO option is checked, the Sub-Object level that was active when you
presset Set Current... will also be enabled.
- The Target is marked permanently, which means
that if you move the modifier inside the stack, instance it to another object,
rename, save the scene and load a year later, the marking will still be
preserved and BaseJump will still be able to jump to exactly that
modifier.
- If the same Local Target modifier is instanced
among multiple objects, it will always be selected on the respective object you
picked.
- NOTE: If
you mark another modifier on the stack as Local Target, all other modifiers on
the stack will be unmarked first. If any of these modifiers is instanced across
objects and was previously marked as Local Target, it will be unmarked for ALL
OBJECTS that share it, not just the current one!
- If the jump was successful, the color indicator
will turn GREEN.
- If the jump was unsuccessful (no Local Target
could be found), the indicator will turn RED.
- If the jump was not enabled (Local
unchecked), the indicator will turn YELLOW.
- If a sub-object level was requested but could
not be entered for some technical reason, the indicator will turn
ORANGE.
- Modifier Class - this checkbutton allows
you to jump to a specific modifier type.
- To specify the modifier type (class) you want
to jump to, select an available modifier from the list. The list shows all
modifier classes currently installed on your system, including internal and 3rd
party modifiers. Note that you can press the first letter of a modifier name
multiple times while the drop-down list has focus to cycle quickly through all
modifiers starting with that letter.
- If the modifier class has been found, the color
indicator will turn GREEN.
- If no modifiers of the specified class have
been found, the indicator will turn RED.
- If the jump was not enabled (Modifier Class
unchecked), the indicator will turn YELLOW.
- If the jump was never preformed bacause of
previous checks being successful, the indicator will turn
BLUE.
- If there are more than one modifier of the
desired class, the spinner value Pref. Modifier will be used to determine
which one to jump to.
- The modifiers are counted from top to bottom,
so if you set Pref. Modifier to 1, BaseJump will always
jump to the top one.
- If the Pref. Modifier value is higher
than the number of modifiers found on the stack, the LAST modifier will be used.
This means that setting Pref. Modifier to 100 will always jump to the
modifier of the desired type that is closest to the bottom of the stack. The
color indicator will turn ORANGE.
- Level - this checkbutton allows you to
jump to a specific level on the modifier stack, counting from bottom to top,
with Base Object assumed to be level 0, and level one being the first modifier
on top of the Base Object.
- If the specified level has been found on the
current stack, the color indicator will turn GREEN.
- If the specified level does not exist on the
current stack, no jump will be performed (the top level will be set), and the
indicator will turn RED.
- If the jump was not enabled (Level
unchecked), the indicator will turn YELLOW.
- If the jump was never preformed bacause of
previous checks being successful, the indicator will turn
BLUE.
- BaseObject - this checkbox allows you to
jump directly to the bottom of the stack.
- If no other checks were performed or all
previous checks have failed and BaseObject is checked, the color
indicator will turn GREEN.
- If for some technical reason the jump could not
be performed, and the indicator will turn RED.
- If the jump was not enabled (BaseObject
unchecked), the indicator will turn YELLOW.
- If the jump was never preformed bacause of
previous checks being successful, the indicator will turn
BLUE.
- The script will remember the latest settings and
store them with the MAX scene file. Opening a file containing an active BaseJump will
enable it automatically.
- The dialog will remember its last position via
an INI file and always open where it was last closed.
Version 2.1 MacroScript
Source for 3ds max 5 and higher. (It might run in 4, but was not tested)
Version 1.0 (04/25/2003)
-
The UI gives you a set of radio buttons to select
the desired level on the modifier stack, and a checkbutton to enable/disable the
script
-
The script will remember the latest settings and
store them with the file. Opening a file containing an active BaseJump will
enable it automatically.
-
When in Level or Modifier mode, if an attempt to
jump to an non-existent level or modifier has been made, the top level of the
stack will be selected instead.
Version 1.0 MacroScript
Source for 3ds max 4 and higher.