Very cool. I love how you handled the profile curve editing, as it looks much more intuitive than having to pick a spline in the scene.
Maya users : welcome to 10 years ago ! You're going to love it
o hell yea, i'll install it when i get to work today. thanks for helping improve this dumptruck. good man! please keep writing good tools for maya if ya can, its much appreciated.
Thanks guys! Yes, definitely more stuff coming in the pipe
This is sweet, any chance of doing something like a renderable curve similar to Max? I know there's a method using paint FX, but something similar that can be quickly created on the fly would be cool
This is sweet, any chance of doing something like a renderable curve similar to Max? I know there's a method using paint FX, but something similar that can be quickly created on the fly would be cool
I already have a prototype for just like that, I made a while.
There are bunch of videos of prototypes on my Vimeo page you can check. If there's a demand for these than they might come out of the beta stage too. :cool:
Looks good and the price is fair.
Do you have plans for a maya 2014 release?
Thanks!
Yes I'll update the zip file in the coming days with. Maya 2014 and Hopefully Linux versions too. So if anyone already purchased can download the updated zip.
Thanks!
Yes I'll update the zip file in the coming days with. Maya 2014 and Hopefully Linux versions too. So if anyone already purchased can download the updated zip.
Cool!
then I will probably give it a try.
Your rope tool and spline instancer look interresting also. Are you going to sell them?
Seconded here. Didn't realize this wouldn't run with Maya 2014, and my education license is only with 2014. I can rent the 2015, but that's only when I do have work
Seconded here. Didn't realize this wouldn't run with Maya 2014, and my education license is only with 2014. I can rent the 2015, but that's only when I do have work
Looks so useful, I will properly buy it sometime soon.
But my god I would give my right arm for that renderable spline / rope plugin.
I need it so often!
Looks nice, will probably pick it up later.
Is there currently any way to get it to auto-crease the relevant edges? That would really make it alot more useful for me, for working on shells to send to Zbrush.
The feeling of freedom, it is glorious! Thank you for this tool. To be honest I think it costs too little. I couldn't find a way to "pay more" on Gumroad, but I would gladly pay $25 for it. Does Gumroad allow multiple tiers or "pay more if you want" option? If so, you should consider it.
So yeah this is pretty cool, a couple things that bother me though:
1. The lack of support for creases is kinda ruining it for me, as I use them alot.
It should at least keep the creases from my original surface, and ideally it should have options to add creases to the relevant edges (the surface's border and the other sides's border), that would be great.
2. It would be nice if the shell object kept the same shader as the original, currently it seems to always set it to lambert1?
3. Instead of having a "Smooth Mesh Preview" check box, it would be alot more interactive if you just used the real Smooth Mesh attributes of the original shape, and kept both objects synchronized, this would alow users to keep using their regular shortcuts (like 1,2,3 by default, or myself I have just one key that toggles mode 1 and 3).
So yeah this is pretty cool, a couple things that bother me though:
1. The lack of support for creases is kinda ruining it for me, as I use them alot.
It should at least keep the creases from my original surface, and ideally it should have options to add creases to the relevant edges (the surface's border and the other sides's border), that would be great.
2. It would be nice if the shell object kept the same shader as the original, currently it seems to always set it to lambert1?
3. Instead of having a "Smooth Mesh Preview" check box, it would be alot more interactive if you just used the real Smooth Mesh attributes of the original shape, and kept both objects synchronized, this would alow users to keep using their regular shortcuts (like 1,2,3 by default, or myself I have just one key that toggles mode 1 and 3).
Great work anyways!
These ideas are great I'll see what I can implement in future updates!
Btw. if anyone have similar request, please do so.
When you apply the custom curve I assume that you divide the X axis by the amount of segments and query the Y values right? I think the edgeloops could be better placed by dividing the length of the curve by segments instead.
See image for what I mean.
Edit*
LOL at my midnight writing in the screenshot. "Spread is spread" :P
When you apply the custom curve I assume that you divide the X axis by the amount of segments and query the Y values right? I think the edgeloops could be better placed by dividing the length of the curve by segments instead.
See image for what I mean.
Edit*
LOL at my midnight writing in the screenshot. "Spread is spread" :P
That's a great idea. I'll see if I can implement it. Although it sounds easy it's actually tricky to do it in the API
btw. the option to keep the material of the source mesh is already implemented (so you'll definitely see that in the next update). The thing I want to focus now is the "3" key shortcut for the smooth mesh. I'll keep you guys posted here once I have some progress.
Hello! First of all thanks for this fantastic plugin. I have just bought it but it doesnt work on my pc. I am using maya 2016 x64 on win 8.1 x64 and when i try to load the plugin it gives "Error: line 1: The specified module could not be found. (shellMod)" error. What can be the problem?
Hello! First of all thanks for this fantastic plugin. I have just bought it but it doesnt work on my pc. I am using maya 2016 x64 on win 8.1 x64 and when i try to load the plugin it gives "Error: line 1: The specified module could not be found. (shellMod)" error. What can be the problem?
I'll put a new build tonight, with some new features (smooth mesh shortcut "3" key, copying the source material to the output mesh, better intersection handling etc.), that will fix the module not found errors too. So hang tight!
Just tried the new version, for some reason when I'm in the smooth-preview mode, I can't do any transform operations (move, rotate, scale) they just move a bit then stop, works fine when it's off, or on meshes without the ShellMod.
Testing it on Maya 2014x64.
Tiny minor nitpick, it would be nice if the "Smooth Mesh Subdiv" would synch both ways with the shape's "Preview Division Levels", at the moment it only synchs when using the value in the ShellMod (I use shortcuts to increase/decrease it on the fly, but they don't apply to the shell shape).
Just tried the new version, for some reason when I'm in the smooth-preview mode, I can't do any transform operations (move, rotate, scale) they just move a bit then stop, works fine when it's off, or on meshes without the ShellMod.
Testing it on Maya 2014x64.
Tiny minor nitpick, it would be nice if the "Smooth Mesh Subdiv" would synch both ways with the shape's "Preview Division Levels", at the moment it only synchs when using the value in the ShellMod (I use shortcuts to increase/decrease it on the fly, but they don't apply to the shell shape).
Hey thanks for the feedback. Yes I noticed that too. Unfortunately that's a Maya bug I think. If you switch to viewport 2.0, it should work just fine (It works fine in 2015 and 2016 ). The other syncing can be addressed.
In Maya 201x64, your modifier doesn't seem to work anymore on meshes that have no UVs (it creates a transform but no mesh, or in some cases it seems to even crash Maya).
In Maya 201x64, your modifier doesn't seem to work anymore on meshes that have no UVs (it creates a transform but no mesh, or in some cases it seems to even crash Maya).
If you're looking for any new features, one thing I'd love to have is Crease support propogate from the control mesh onto the shell mesh (Edit Mesh->Crease Tool). Coming from 3ds Max and Zbrush, I use it a lot to control hard and soft Sub-D edges, so this could help a lot with my hardsurface workflow
[oops, Bal said this exact same thing already :poly122:]
I just bought the plugin to try it out. I'm using Maya 2016 and I crash in less than 2 minutes. I'm testing it on simple and clean plane just by doing some edge extrude.
It looks quite easy to crash on my side :
1 - select some edges
2 - go to smooth preview
3 - extrude
4 - select some other edges
Replies
Maya users : welcome to 10 years ago ! You're going to love it
This is sweet, any chance of doing something like a renderable curve similar to Max? I know there's a method using paint FX, but something similar that can be quickly created on the fly would be cool
I already have a prototype for just like that, I made a while.
There are bunch of videos of prototypes on my Vimeo page you can check. If there's a demand for these than they might come out of the beta stage too. :cool:
https://vimeo.com/109830660
J
As far as I know Maya LT doesn't support loading 3rd party plugins. According to the offical Autodesk Maya documentations.
http://www.autodesk.com.au/products/maya/compare/compare-products
Do you have plans for a maya 2014 release?
Thanks!
Yes I'll update the zip file in the coming days with. Maya 2014 and Hopefully Linux versions too. So if anyone already purchased can download the updated zip.
Aaaahhhhhhh it feels like I have running water for the first time!
pbRenderableCurve
But yeah in the long run to have one that is implemented as its own maya node via the c++ api would be most ideal
Cool!
then I will probably give it a try.
Your rope tool and spline instancer look interresting also. Are you going to sell them?
Been showing ppl at work your videos, we could certainly use them!
Win 2014 added. Give it a try!
But my god I would give my right arm for that renderable spline / rope plugin.
I need it so often!
Thanks!
Is there currently any way to get it to auto-crease the relevant edges? That would really make it alot more useful for me, for working on shells to send to Zbrush.
1. The lack of support for creases is kinda ruining it for me, as I use them alot.
It should at least keep the creases from my original surface, and ideally it should have options to add creases to the relevant edges (the surface's border and the other sides's border), that would be great.
2. It would be nice if the shell object kept the same shader as the original, currently it seems to always set it to lambert1?
3. Instead of having a "Smooth Mesh Preview" check box, it would be alot more interactive if you just used the real Smooth Mesh attributes of the original shape, and kept both objects synchronized, this would alow users to keep using their regular shortcuts (like 1,2,3 by default, or myself I have just one key that toggles mode 1 and 3).
Great work anyways!
These ideas are great I'll see what I can implement in future updates!
Btw. if anyone have similar request, please do so.
See image for what I mean.
Edit*
LOL at my midnight writing in the screenshot. "Spread is spread" :P
That's a great idea. I'll see if I can implement it. Although it sounds easy it's actually tricky to do it in the API
btw. the option to keep the material of the source mesh is already implemented (so you'll definitely see that in the next update). The thing I want to focus now is the "3" key shortcut for the smooth mesh. I'll keep you guys posted here once I have some progress.
I'll put a new build tonight, with some new features (smooth mesh shortcut "3" key, copying the source material to the output mesh, better intersection handling etc.), that will fix the module not found errors too. So hang tight!
v1.10
- Removed Smooth Mesh Preview button. Instead you can just press "3" to switch to the subD view like you would normally do.
- When applying the shellMod modifier, now it will automatically apply the source meshes material instead of the default Lambert.
- Better mesh intersection handling.
- Fixed "The specified module could not be found." error (If you still get it PM me)
Testing it on Maya 2014x64.
Tiny minor nitpick, it would be nice if the "Smooth Mesh Subdiv" would synch both ways with the shape's "Preview Division Levels", at the moment it only synchs when using the value in the ShellMod (I use shortcuts to increase/decrease it on the fly, but they don't apply to the shell shape).
Hey thanks for the feedback. Yes I noticed that too. Unfortunately that's a Maya bug I think. If you switch to viewport 2.0, it should work just fine (It works fine in 2015 and 2016 ). The other syncing can be addressed.
Thanks.
I've loaded the plugin and sourced AEshellModNodeTemplate.mel and that's what I get whenever I run "AEshellModNodeTemplate"
edit: didn't realize you had an instructional video, that'd be a great great link in the readme.
Thanks for the heads up! Added!
Btw. There's a Facebook page now for upcoming plugins / features.
https://www.facebook.com/creativecasepage
Good call. I'll look into it!
Edit:
Update v1.16 fixes this issue
If you're looking for any new features, one thing I'd love to have is Crease support propogate from the control mesh onto the shell mesh (Edit Mesh->Crease Tool). Coming from 3ds Max and Zbrush, I use it a lot to control hard and soft Sub-D edges, so this could help a lot with my hardsurface workflow
[oops, Bal said this exact same thing already :poly122:]
It looks quite easy to crash on my side :
1 - select some edges
2 - go to smooth preview
3 - extrude
4 - select some other edges
And then I crash.
Little video :
[ame]https://www.youtube.com/watch?v=N7HKoBn-X3k[/ame]