CompuServe Messages

#scripting job

    19-Apr-95 10:10:04
Sb: #scripting job
Fm: David J. Marks 72172,1036
To: Tim c Branan 76360,540
— Moved from Section 12 to Section 18 (Scripts) — >> I have a tree, I want the tree to sit flat on the terrain so the bottom >> of the tree sits on the top of the terrain. I only want the tree to >> move on the Z axis, no rotation, no scaling, no nothing. Do you have control of the trees' design? For simplicity in scripting, it would be best if the pivot point is at the base of the trunk -or- if the base of the trunk sits at the bottom/center of the bounding box. (In the worst case, ALL trees should have a uniform distance from the bottom/center to the center of the trunk base.) I might have a chance to tinker with your problem, but I can't commit to getting you a solution. Let me offer an approach that someone (with more time and a better understanding of the math) might be able to use for an immediate solution. You, – the user – will select objects that you need to relocate. (This gives you the very convenient object selection tools in 3DS.) The script will cycle through all items one-by-one. If the selected-flag is on, then relocate that object (otherwise ignore) and move on to the next. To move an object, calculate a vertical line from the pivot point or bottom/center of the bounding box. Sort through the faces for the "ground" object and find the face that this line passes through. Determine the coordinate of the line/face intersection and translate the mesh to that location. This shouldn't be very difficult. My problem is the calculation of the line/mesh intersection. If I can solve that today, I will work out a deal on writing a full script. Since X and Y positions are fixed, and we are only moving along one axis, the math shouldn't be that bad. – Dave Marks