Spring : GeometryClass

Constructor

spring ...

Note: This class is not available in 3D Studio VIZ.

Properties

<Spring>.End_Placement_Method             Integer  default: 1

Set the end placement method:

0- Reference Objects (Choose this when binding the spring to two objects.)

1- Free Spring (Choose this when using the spring as a simple object that's not bound to other objects or used in a dynamics simulation.)

<Spring>.Free_Spring_Height               Float    default: 1.0  -- animatable

The straight-line height or length of the spring when it is not bound. This is not the actual length of the spring's wire.

<Spring>.Diameter                         Float    default: 1.0  -- animatable

The overall diameter of the spring, as measured at the center of the wire. (The diameter of the wire itself has no effect on this setting.)

<Spring>.Number_of_Turns                  Float    default: 1.0  -- animatable

The number of full 360-degree turns in the spring.

<Spring>.Turn_Direction                   Integer  default: 0

Sets the direction of the turns in the spring:

0- counterclockwise

1- clockwise

<Spring>.Segmentation_Method              Integer  default: 0

Sets the segmentation method of the springs:

0- Automatic Segments (Choose this option to force each turn of the spring to contains the same number of segments. Thus, if you increase the number of turns, the number of segments also increases.)

1- Manual Segments (When this option is chosen, length of the spring contains a fixed number of segments, no matter how many turns in the spring. Thus, as you increase the number of turns, you must manually increase the number of segments to maintain a smooth curve.)

<Spring>.Segments_Per_Turn                Integer  default: 16   -- animatable

The number of segments in each 360-degree turn of the spring.

<Spring>.Segments_Along_Turn              Integer  default: 16   -- animatable

The total number of manual segments in the spring.

<Spring>.Smooth_Spring                    Integer  default: 0

Set smoothing method for spring:

0- All (All surfaces are smoothed.)

1- None (No smoothing is applied.)

2- Sides (Smoothing runs along the length of the wire, but not around its perimeter.)

3- Segments (Smoothing runs around the perimeter of the wire, but not along its length.)

<Damper>.Renderable_Spring                Integer  default: 1

When on, the object appears in the rendering; when off, the object does not appear:

0- Not renderable

1- Renderable

<Spring>.Wire                             Integer  default: 0    -- animatable

Set the shape of the wire:

0- Round

1- Rectangular

2- D-Section

<Spring>.Generate_Mapping_Coordinates     Integer  default: 0

Turn on/off generate texture coordinates

0- Off

1- On

<Spring>.Round_Wire_Diameter              Float    default: 0.2  -- animatable

The diameter of the wire.

<Spring>.Round_Wire_Side_Count            Integer  default: 6    -- animatable

The number of sides that make up the cross section of the round wire.

<Spring>.Rectangular_Wire_Width           Float    default: 0.2  -- animatable

Determines the width of the rectangular cross section.

<Spring>.Rectangular_Wire_Depth           Float    default: 0.2  -- animatable

Determines the depth of the rectangular cross section.

<Spring>.Rectangular_Wire_Fillet_Size     Float    default: 0.0  -- animatable

When combined with .Rectangular_Fillet_Sides, this lets you fillet (round) the corners of the cross section.

<Spring>.Rectangular_Fillet_Sides         Integer  default: 0    -- animatable

The number of segments in the fillet.

<Spring>.Rectangular_Wire_Rotation_Angle  Float    default: 0.0  -- animatable, angle

Rotates the angle of the cross section along the entire length of the spring.

<Spring>.D_Section_Wire_Width             Float    default: 0.2  -- animatable

Determines the width of the cross section.

<Spring>.D_Section_Wire_Depth             Float    default: 0.2  -- animatable

Determines the depth of the cross section.

<Spring>.D_Section_Round_Sides            Integer  default: 4    -- animatable

The number of segments that make up the rounded side of the D-shape.

<Spring>.D_Section_Wire_Fillet_Size       Float    default: 0.0  -- animatable

When combined with .D_Section_Wire_Fillet_Sides, this lets you fillet (round) the corners of the cross section.

<Spring>.D_Section_Wire_Fillet_Sides      Integer  default: 0    -- animatable

The number of segments in the fillet.

<Spring>.D_Section_Wire_Rotation_Angle    Float    default: 0.0  -- animatable, angle

Rotates the angle of the cross section along the entire length of the spring.

<Spring>.Dynamics_Spring_Free_Height      Float    default: 1.0  -- animatable

Specifies the height (or length) at which the spring is "relaxed" and therefore contributes no forceùeither compression or extension.

<Spring>.Dynamics_K_Constant_Value        Float    default: 1.0  -- animatable

The amount of force exerted per unit change in length with respect to the Relaxed Hgt value. This could also be described as the measure of force-per-units-change in length as compared to the Relaxed Length.

<Spring>.Dynamics_K_Constant_Units        Integer  default: 0

Sets the Units for the K constant:

0- Pounds per inch

1- Newtons per meter

<Spring>.Dynamics_Spring_Direction        Integer  default: 0

Lets you specify the type of force you want the spring to exert. While most springs actually provide both compression and extension force, if your simulation requires only one, you can save calculation time by using one instead of both.

0- Compression Only (This type of spring provides only expansive force when its length is shorter than the specified Free Length.)

1- Extension Only (Provides contractive force when its length is greater than the specified Free Length.)

2- Both (Provides both expansive and contractive force, depending on the variation from Relaxed Hgt.)

<Spring>.Generate_Texture_Coordinates     Integer  default: 0

Turn on/off generate texture coordinates:

0- Off

1- On

Notes

The Reference End Point objects cannot be specified in MAXScript in 3ds max R4.

See also