Naming a Push Button Item (Legacy 3DS MAX)
- Last UpdatedJul 04, 2023
- 1 minute read
A Push Button creates both push and state buttons.
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The push button is modeled with a mesh that moves along the X-axis when the button is pressed. Watch for potential overlaps when modeling.
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Two dummies are used to set the position of the released and pressed button values (button0 state released, button1 state pressed). By convention, the pushbutton is modeled in the released state.
Script node
ItemPushButton
Mesh hierarchy
root
|--pushbutton_xxx
|--pushbutton0_xxx (dummy)
|--pushbutton1_xxx (dummy)
|--(label_pushbutton_xxx)
Building the item
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Create the mesh of the button.
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Check bObjectSpace in each geometry.
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Create two dummies named pushbutton0_xxx and pushbutton1_xxx.
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Reset the transformations of the mesh and dummies with the Reset Objects State tool.
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Set the rotation pivot of the pushbutton_xxx and of the two dummies on the x-axis.
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The positions of pushbutton0_xxx and pushbutton1_xxx must correspond to the center of transformation pushbutton_xxx.
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Assume when the button is completely open or closed.
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Add these property attributes to the dummy: $Node and bObjectSpace.
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Use the Select And Link tool to parent all the objects to pushbutton_xxx.
Comments
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The animation of the button is completely in charge of the logic scripts.
