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A camera script I am using for 3dsmax
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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Aug 09, 2014 6:57 am    Post subject:  A camera script I am using for 3dsmax Reply with quote  Mark this post and the followings unread

Code:
fn zRotKeys obj rotType:#cw x: step: ang: =
(
   local arr = #()
   for i = 1 to step do
   (
      for j = 1 to 2 do append arr (if mod j 2 != 0 then i*x else (i*x+(j-1)))
   )
   addNewKey obj[3][2][3].track 1
   for i = 1 to arr.count do
   (
      if mod i 2 != 0 then (addNewKey obj[3][2][3].track arr[i]) else
      (
         with animate on at time arr[i]
         (   
            if rotType == #ccw then obj[3][2][3].track.value += ang else obj[3][2][3].track.value -= ang
         )
      )
   )
)


tea = $centerdummy

zRotKeys tea rotType:#cw x:30 step:7 ang:-45



your camera and lights should be linked to a dummy object named centerdummy . Of course you can edit the script.

X means how many frames an animation has in each direction.You need to copy it so that it plays 8 times

It is for vehicle. If you want to use it for infantry, change ang=-45 to 45.
If you want a turret, change the parameters to
x:1 step:32 ang:11.25 or -11.25, depends on it is building or vehicle.

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