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  • 触角脚本 在新浪中 他妈的 自动的改东西。

    rollout rollTentacle "Tentacles"
    (
     spinner UInBones "Number of Bones:" type:#integer range:[0,99999,5]
     spinner UIBonesLength "Bones Length:" type:#float range:[0,9999,30]
     button UICreate "Create"
     on UICreate pressed do
     (
      undo on
      (
      punto=point()
      punto.transform= matrix3 1
      prevNode=punto
      attributesIns=attributes TentaclesAttributes
      (
       parameters paramsTA rollout:rollTA
       (
        FWeightManual type:#float ui:UIWeightManual default:0
     FWeightProcedural type:#float ui:UIWeightProcedural default:100
        FFrec type:#float ui:uiFrec default:10
     FAmplitudeB type:#float ui:UIAmplitudeB default:1
     FAmplitudeE type:#float ui:UIAmplitudeE default:2
     FPhase type:#float ui:UIPhase
     FOffset type:#float ui:UIOffset
       )
       rollout rollTA "Tentacle_Parameters"
       (
        group "Wave Parameters"
     (
         spinner UIFrec "Frecuency:" range:[-9999,9999,0]
      spinner UIAmplitudeB "Amplitude B:" range:[-360,360,0]
      spinner UIAmplitudeE "Amplitude E:" range:[-360,360,0]
      spinner UIPhase "Phase:" range:[-9999,9999,0]
      spinner UIOffset "Offset:" range:[-9999,9999,0]
     )
     group "General Weights"
     (
      slider UIWeightManual "Manual:" range:[0,100,0]
      slider UIWeightProcedural "Procedural:" range:[0,100,0]
     )
       )
      )
      addmodifier punto (EmptyModifier())
      punto.modifiers[1].name="WaveControl"
      custattributes.add  punto.modifiers[1] attributesIns
      TAtt=punto.modifiers[1].TentaclesAttributes
      TAtt.FWeightManual.controller=bezier_float()
      TAtt.FWeightProcedural.controller=bezier_float()
      TAtt.FFrec.controller=bezier_float()
      TAtt.FAmplitudeB.controller=bezier_float()
      TAtt.FAmplitudeE.controller=bezier_float()
      TAtt.FPhase.controller=bezier_float()
      TAtt.FOffset.controller=bezier_float()
      n=UInBones.value
      for i=1 to n do
      (
       BoneVar=bonesys.createbone [(i-1)*UIBonesLength.value,0,0] [i*UIBonesLength.value,0,0] [0,0,1]
       BoneVar.parent=prevNode
       BoneVar.rotation.controller=rotation_list()
       ScriptVar=euler_xyz()
       BoneVar.rotation.controller.available.controller=ScriptVar
     
       ScriptVar.z_rotation.controller=float_expression()
       ScriptVar=ScriptVar.z_rotation.controller
       ScriptVar.addScalartarget "Frec" TAtt.FFrec.controller
       ScriptVar.addScalartarget "AB" TAtt.FAmplitudeB.controller
       ScriptVar.addScalartarget "AE" TAtt.FAmplitudeE.controller
       ScriptVar.addScalartarget "Phase" TAtt.FPhase.controller
       ScriptVar.addScalartarget "Offset" TAtt.FOffset.controller
       StringVar="degToRad(sin(F*Frec+Phase+Offset*"+(((i-1)/(n-1) as float) as string)+")*(AB*"+((1.0-(i/n as float)) as string)+"+AE*"+(((i/n as float)) as string)+"))"
       ScriptVar.SetExpression StringVar
       BoneVar.rotation.controller.weight[1].controller=float_expression()
       BoneVar.rotation.controller.weight[1].controller.addScalartarget "Weight" TAtt.FWeightManual.controller
       BoneVar.rotation.controller.weight[1].controller.setExpression "Weight/100"
       BoneVar.rotation.controller.weight[2].controller=float_expression()
       BoneVar.rotation.controller.weight[2].controller.addScalartarget "Weight" TAtt.FWeightProcedural.controller
       BoneVar.rotation.controller.weight[2].controller.setExpression "Weight/100"
       prevNode=BoneVar
      )
      )
     )
    )
    createdialog rollTentacle 180 80

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  • 原文地址:https://www.cnblogs.com/gaitian00/p/2020648.html
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