ObjectSets represent the main scene object categories in 3ds Max. The "constructors" below are all reserved system variables. ObjectSet values are mappable.
objects --all the objects
geometry --the standard 3ds Max categories...
selection --the current selection
<objectset>.center : Point3, read-only
Returns center of bounding box of all objects in set.
<objectset>.max : Point3, read-only
Returns maximum corner of bounding box.
<objectset>.min : Point3, read-only
Returns minimum corner of bounding box.
<objectset>.count : Integer, read-only
Returns number of objects in set.
Accesses member of collection. Indexes start at 1.
Converts objectset collection to an array.
Clears current scene node selection.
Deselects given node(s).
deselect $box* --deselects all items whose names start with "box".
Deselects any current selection first, then selects the specified nodes.
Adds the specified node(s) to the current selection.
Returns the current selection as an array. This is similar to selection as array, however
selection as array
returns a copy of the selection.
ObjectSets are actually special types of value that denote their sets, stored in reserved system variables of the same name,
so you can assign them to other variables and pass them around as function arguments, etc.
When storing an ObjectSet in a variable, the ObjectSet value is stored rather than the objects in the ObjectSet. Thus, if the scene changes and the ObjectSet is affected by this change, the value
assigned to the variable will also change dynamically to reflect the scene changes.
To store a snapshot of the objects currently in the ObjectSet to a variable, first convert the ObjectSet to an array using
You can use ObjectSets as the root of a pathname,
which limits the pathname searching to the object set you've specified. So, in the above example, it will name only helper
objects that start with 'd'.
The order of sequencing is consistent in a stable scene but somewhat arbitrary - it depends on how 3ds Max stores its object hierarchy internally which is effected mostly by order of additions and deletions to and from the scene.
object sets include the target objects, if any, for the lights and cameras. If you want to change a property value for all
the lights or cameras, you will need process each object in the ObjectSet individually, testing to make sure it is a light
to increase the
property value for all lights, you would say:
for obj in lights do
if iskindof obj light do
obj.multiplier *= 1.3
s = selection --grab the first object in the current selection
move cameras [x, y, z + 10] --move the second camera
--select everything within a 100 units of $foo
select (for o in objects where distance o $foo < 100 collect o)