**
Spring - superclass: GeometryClass; super-superclass:node -
classID: #(2074280090, 1991647118)**

**Constructor**

**spring**
...

**
Note: This class is not available in Autodesk VIZ.**

**Properties**

**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.)

**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.

**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.)

**Number_of_Turns**
Float default: 1.0 --
animatable

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

Sets the direction of the turns in the spring:

0- **counterclockwise**

1- **clockwise**

**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.)

**Segments_Per_Turn**
Integer default: 16 --
animatable

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

**Segments_Along_Turn**
Integer default: 16 --
animatable

The total number of manual segments in the 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.)

**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**

**r**e Integer
default: 0 -- animatable

Set the shape of the wire:

0- **Round**

1- **Rectangular**

2- **D-Section**

**Generate_Mapping_Coordinates**
Integer default:
0

Turn on/off generate texture coordinates

0- **Off**

1- **On**

**Round_Wire_Diameter**
Float default: 0.2 --
animatable

The diameter of the wire.

**Round_Wire_Side_Count**
Integer default: 6 --
animatable

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

**Rectangular_Wire_Width**
Float default: 0.2 --
animatable

Determines the width of the rectangular cross section.

**Rectangular_Wire_Depth**
Float default: 0.2 --
animatable

Determines the depth of the rectangular cross section.

**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.

**Rectangular_Fillet_Sides**
Integer default: 0 --
animatable

The number of segments in the fillet.

**Rectangular_Wire_Rotation_Angle**
Float default: 0.0 --
animatable, angle

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

**D_Section_Wire_Width**
Float default: 0.2 --
animatable

Determines the width of the cross section.

**D_Section_Wire_Depth**
Float default: 0.2 --
animatable

Determines the depth of the cross section.

**D_Section_Round_Sides**
Integer default: 4 --
animatable

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

**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.

**D_Section_Wire_Fillet_Sides**
Integer default: 0 --
animatable

The number of segments in the fillet.

**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.

**Dynamics_Spring_Free_Height**
Float default: 1.0 --
animatable

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

**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.

**Dynamics_K_Constant_Units**
Integer default:
0

Sets the Units for the K constant:

0- **Pounds
per inch**

1- **Newtons
per meter**

**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.)

**Generate_Texture_Coordinates**
Integer default:
1

Turn on/off generate texture coordinates:

0- **Off**

1- **On**

**
Notes**

The
Reference End Point objects cannot be specified in
MAXScript**.**

**See
also**

GeometryClass Common Properties, Operators, and Methods

Node Common Properties, Operators, and Methods