Establishes a plane in your scene and finds all keys for selected objects that cross that plane
The findPlaneCrossing command is useful for identifying keys that pass through a user-identifiable plane, such as a floor or wall.
The first argument establishes a point on the plane, (i.e. "0 0 50" is a point at 50 millimeters in positive Z).
The second argument is a vector that describes the normal of the plane. For example, "0 0 1" describes a vector with no X or Y direction and a Z component of 1, in other words pointing straight down the world +Z axis. The second argument defines both the orientation and the up side of the plane.
findPlaneCrossing xPoint yPoint zPoint xDirection yDirection zDirection
The command requires two arguments to describe the plane: an origin of the plane described in Cartesian terms, and a unit direction vector that defines both the orientation and normal of the plane.
|A direction vector xDirection yDirection zDirection
|Location along Global z (float)
|Location along Global y (float)
|Location along Global x (float)
select LTOE RTOE;
findPlaneCrossing 0 0 50 0 0 1;
// In this example, findPlaneCrossing selects all keys
// found on the toe markers LTOE and RTOE that penetrate the
// "floor" of the scene, here defined as being all points for
// which the Z component is 50 millimeters. The directional
// arguments 0 0 1 define the vector of the normal for the
// plane, in this case the normal of the plane is aligned with
// world Z, pointing straight "up". If you switch the Z
// component of the direction argument from 1 to -1, the
// command will find all keys that are above the floor.
// This example assumes a Z-up environment.