I’m working on an auto spine rigger for 3DS Max, but i’ve hit a bit of an issue with a float script controller.
I need to measure the length of a skinned spline after it has been deformed, and this needs to be updated in realtime for every frame whilst the rig is running. I’ve done this inside of a float script on a custom attribute in an object:
TheSpline: This is the spline assigned to a track variable inside of the float script.
local SL = getSegLengths TheSpline 1
local SLC = SL.count
SL[SLC]
The problem is, the getSegLengths function only seems to look at the object’s base level. Does anyone have any ideas on how I can get it to look at the spline’s length after the skin?
Edit: Using curvelength() seems to correctly look at the end of the stack. I’ve heard it can be pretty slow though- I’ll do some tests. If anyone has any suggestions still I’d love to hear them!