PointCacheWSM - superclass: SpacewarpModifier

PointCacheWSM - superclass: SpacewarpModifier; super-superclass:MAXWrapper - 7:0 - classID: #(567311073, 1221790701)

Constructor

PointCacheWSM ...

Properties

<PointCacheWSM>.time           Float          default: 0.0   --  float

<PointCacheWSM>.start_time     Float          default: 0.0   --  float

The frame number at which the cached animation starts playing back. Using decimal fractions lets you start at a sub-frame setting when using a Frame:Ticks time display. Default=0.0.

Sets the first frame for recording the vertex animation.

<PointCacheWSM>.end_time       Float          default: 100.0   --  float

Sets the last frame for recording the vertex animation.

<PointCacheWSM>.samples        Integer        default: 1   --  integer

<PointCacheWSM>.cache_file     UndefinedClass default: undefined   --  string

Loads a vertex animation from a cache file on disk into the Point Cache modifier. If number of vertices in the cache file does not match the number of vertices in the object, a warning appears, but no error occurs.

<PointCacheWSM>.relativeOffset BooleanClass   default: false   --  boolean; Relative_Offset

Makes the Strength setting available. This enables offsetting the animated vertex positions relative to their positions as recorded. Default=off.

Note: When you turn on Use Relative Offsets and play back a cached animation with the modifiers turned on, the cached vertex positions are calculated relative to their positions as calculated by the modifiers. For example, if you record a Bend animation to a cache file, and then play it back with both Use Relative Offsets and the Bend modifier turned on and Strength=1.0, all vertex positions are doubled, resulting in exaggerated motion.

<PointCacheWSM>.strength       Float          default: 1.0   --  animatable; float

Affects the motion relative to the original animation. Available only when Use Relative Offsets is turned on. Default=1.0. Range=-10.0 to 10.0.

At 1.0, the animation plays back the same as recorded. With strengths between 0 and 1, the animation is relatively restrained. At strengths greater than 1, the animation is exaggerated. With negative Strength settings, the motion is reversed.

See also