Q:
I remember in 3ds r4 there was a (keyscript?) that kept 2D objects
perpendicular to a camera. Is there anything similar to this in MAX?
A:
My first answer was - use an expression, but I was wrong.
Actually this turned out to be one of the easiest tasks to control in MAX!
- Create a 2D Shape in the Front Viewport.
- Create a Camera.
- Create a Dummy and Allign to the center/bottom of the 2D Shape.
- Allign the Camera's X coordinate to the 2D Shape.
- Open the Track View, select the Transform track and add a "Look At" Controller.
- Open the Motion/Parameter menu.
- Select the Dummy, in the Motion menu click "Pick Target" and select the Camera.
- Link the 2D Shape to the Parent Dummy. Bacause the Camera is alligned to the 2D Shape/Dummy system, the Shape should still be perpendicular to the Camera.
- In the Hierarchy/Link Info menu uncheck "Inherit Rotate" for X and Y of the Shape.
- Now you may Animate the Camera as you wish - the 2D Shape will always remain perpendicular to it.
- Select the Shape/Dummy system and clone as instances - for example to create a forest. You can map any of the instanced Shapes with a tree map...