The free version of ImpressObjects can be downloaded here: http://versatileartist.com/ImpressObjects_Free.zip
HOW TO USE:
1) Use the "Select Node A" and "Select Node B" pickbuttons to choose two overlapping meshes.
2) Press the "Create Target" button to create a target helper. This
determines the directions in which intersecting vertices will be moved.
3) Adjust the target helper as desired.
4) Click "Impress".
FEATURES:
- Non-destructive to mesh topology
- Unlike boolean operations, ImpressObjects does not cut through the
geometry, allowing the resulting meshes to be used in morph animations.
Fast and easy to use
- Select two nodes, create and position a target helper, and click a button for immediate results*
- If you don't like how it turned out, just hit undo, adjust the settings, and try again.
- ImpressObjects creates standard editable mesh objects that can be
distributed, exported, or converted to other formats without hassle.
Set the comparative "hardness" of each mesh
- Two meshes may be used to impress upon each other equally, one entirely on the other, or anywhere in between.
Fine tune the intersection
- Control the manner in which the intersection is checked. Use a point,
line, or plane to generate intersect reference coordinates.
- Decide how close your mesh surfaces are allowed to be using buffer
objects. Increase the buffer values to prevent intersection of low poly
geometry, or decrease them for a seamless fit.
Replies
It's the c4d collision modifier.
The addon is nice for the 3DS max community I guess.
I have one quick question, is there a way to add to the mesh, or is it only subtraction based? Looks very handy either way!
do u guys know of any plugin that makes max shortcuts similar to maya?
Is there a way this could be done without the whole Target thing? That part kind of feels like it's making the task of using this modifier more tedious for just modelling purpose.
For example, could you just have two objects: A and B. Use the Script on Object A (which is the main object), and the have object B as an impressed object which well physically pressed against the mesh will move its geometry?
IEatModels: Thanks!
Musashidan: I'm not entirely sure what you mean by "solids"? It won't work on splines for example (though plans are in the works) --
basically it will work on anything that can be converted to an editable mesh.
FDFX: I've not worked with Cinema 4D personally, but from what I can tell it's similar but not exactly the same. I don't take any offense by the comparison -- either way it's a feature not built into Max.
Jason: If you switch the direction from "toward" to "away" (or reposition the target on the opposite side) you can use it in an additive fashion, but it wasn't really developed with that in mind. You can try it, but the results may not be what you want.
Dan: The target is necessary for the internal math involved in calculating the vertex deformations. However, when you click "create target", the target is initially created in what the plugin determines to be the "optimal" position. The ability to move it around is just there to allow a finer degree of control. Real-time deformation is a feature I plan to add to a future release, as soon as I get a couple other things working. I'm still not as proficient with the SDK as I am with Maxscript, so please bear with me
I am trying to figure out more uses for this great plugin, do you guys think it could be used to push away intersecting hair cards on a character?
- Fixed a major stability issue which resulted in 3ds Max crashing during undo/redo actions
- Fixed several additional stability issues
Just before releasing version 1.0 I made some small changes to the code to improve its efficiency. Soon afterward it was brought to my attention that this had re-opened an issue that I had previously fixed. In hindsight, I should have done another round of tests before releasing ImpressObjects into the wild. Mea culpa.
I have managed to get the undo/redo sequencing working properly once again, and fixed several additional bugs. In addition, the plugin should run slightly faster overall.
I have replaced the free and full versions at the existing links. As is always my policy, anyone who purchases the full version will be sent updated files if any further issues are found.
I had a friend who suggested the same actually :P