I did some tests and it looks feasible. Get back to you later.
Mesh Origin Script
- clintonman
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Re: Mesh Origin Script
Re: Mesh Origin Script
Thanks!clintonman wrote: ↑24 Oct 2023, 18:04I did some tests and it looks feasible. Get back to you later.
Personally, I would like to see the Origin's X Y Z values
The Status message does not seem very valuable, except for a quick peak
If there is an Error, these values would change to no values
GetSnapPoint script
Code: Select all
//if not in point edit mode and no world matrix found then return
if(!selPointsF && !selMatrixF) {
globalFS.Error("Not a valid selection. Must be object or vertices.");
params.ConValue("X") = ""
params.ConValue("Y") = ""
params.ConValue("Z") = ""
return;
}
- clintonman
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Re: Mesh Origin Script
From what I can tell to move the origin to the pivot run the Flatten Axis
MeshModifiers.FlattenAxes('');
to move the pivot to the origin
or reset the Pivot node Matrix connector
MeshModifiers.FlattenAxes('');
to move the pivot to the origin
Code: Select all
var pivotMatrix = System.CreateDO('Math Package/Matrix Float Data');
var firstSel = Node.FirstSelected();
pivotMatrix.LoadIdentity();
Node.Value(firstSel + "/Pivot", "Matrix") = pivotMatrix;