(в некоторых случаях полезны другие контролёры поэтому оставляю версию с каментами что бы не забыть)
for i = 1 to $selection.count do
(
/*
if $selection[i].pos.controller != Position_XYZ then $selection[i].pos.controller = Position_XYZ ()
if $selection[i].pos.controller.X_Position.controller != linear_float then $selection[i].pos.controller.X_Position.controller = linear_float ()
if $selection[i].pos.controller.Y_Position.controller != linear_float then $selection[i].pos.controller.Y_Position.controller = linear_float ()
if $selection[i].pos.controller.Z_Position.controller != linear_float then $selection[i].pos.controller.Z_Position.controller = linear_float ()
if $selection[i].rotation.controller != Euler_XYZ then $selection[i].rotation.controller = Euler_XYZ ()
if $selection[i].rotation.controller.X_Rotation.controller != linear_float then $selection[i].rotation.controller.X_Rotation.controller = linear_float ()
if $selection[i].rotation.controller.Y_Rotation.controller != linear_float then $selection[i].rotation.controller.Y_Rotation.controller = linear_float ()
if $selection[i].rotation.controller.Z_Rotation.controller != linear_float then $selection[i].rotation.controller.Z_Rotation.controller = linear_float ()
if $selection[i].scale.controller != ScaleXYZ then $selection[i].scale.controller = ScaleXYZ ()
if $selection[i].scale.controller.X_Scale.controller != linear_float then $selection[i].scale.controller.X_Scale.controller = linear_float ()
if $selection[i].scale.controller.Y_Scale.controller != linear_float then $selection[i].scale.controller.Y_Scale.controller = linear_float ()
if $selection[i].scale.controller.Z_Scale.controller != linear_float then $selection[i].scale.controller.Z_Scale.controller = linear_float ()
*/
$selection[i].pos.controller = Position_XYZ ()
$selection[i].pos.controller.X_Position.controller = bezier_float ()
$selection[i].pos.controller.Y_Position.controller = bezier_float ()
$selection[i].pos.controller.Z_Position.controller = bezier_float ()