I'm primary a 3dmax user, but I've been using Modo recently and found the Action centre, Element to be invaluable when creating complex hardsurfaces. Is there any script or method I'm missing , for 3dsmax, that would allow me to quickly select subobject elements and then tranform them using another subobjects alignment?
Thanks
Replies
modo is far superior in that manner.
Going back to Max
Ah, thats a real shame, it's gonna be alot harder to go back to Max now.
I won't give up tho and keep looking...
You can select a vert/edge/face lock it a then select another vert/edge/face to move/scale/rotate it around.
If you want an object to share the local axis of a different object you can always go into the hierarchy panel and click the "affect pivot only" button and then use the align tool to match objectA's pivot and rotation to object B's.
If you want either sub elements from either model to match up in this regard and not the entire model, select said sub elementsA, detach as a new objectC and then align tool them to object B. Once you have edited objectC with objectsB's pivot and axis constraints, weld it back to objectA.
I'm not positive this is what you are looking for, but I model pretty complex geometry and I am constantly detaching pieces of various models to make all the other pieces line up or follow the same trajectory. You can also just detach sub elements as clones, hide the original object they came from and then use them as a guide for a different objects, or even detached sub elements for a different object.
If you looking for a way to be in sub object mode... and have ever element use a axis control from a separate object... on the fly, I.E having the program assume every sub element shares the same axis/transform control... Sounds like it could be scripted... I've never had the need for such a feature tho.
After messing around with Modo a little bit, then going back to Max, I started to rely more and more on the autogrid feature to somehow emulate local action centers. For instance if I need to create a rather complex 'plug' on the surface of an object, I create a plane or a cylinder on the surface, with autogrid turned on, and work the detail from there (as a separate object obviously). Then when it's done I merge it with the original object.
It has the inconvenient of having to work on two separate objects, but the big advantage of letting you instance that detail somewhere else when done. I'll try to make a vid next week.
From what you've said It sounds like you too would be very impressed by this function in Modo. You should check it out.
Pior: Hi man, I've not played with the autogrid in max at all, I'll give that a play... Like you, I'm trying to modify my Max workflow after playing with Modo. I'm finding Max quicker for organic work and meaty edit work, while Modo fantastic for doing accurate stuff, I'm constantly going between the two.
Thanks for replying guys
I've tried Max and thats the one thing I hate about it. I dont get how people have everything lined up perfectly without it, when things arent on one of the axes.
I've looked for ages, havent found anything though.
Transforming About Snapped Points
You can transform a sub-object selection from a temporary pointsuch as rotating forearm vertices around a shoulder vertex--by activating snaps and locking the current selection to transform.
From 3ds Max Reference, topic: Choosing a Transform Center
"While the transform center choices are often useful at the object level, they are not usually convenient when transforming sub-object selections. You can override the active transform center and perform the current transform about a temporary point by using snaps. When Snaps is active, and your selection is locked (via Selection Lock Toggle), the point you snap to will set the point about which the transform is performed. Using this technique, you can:
* Move relative to two snap points.
* Rotate about a snapped point.
* Scale about a snapped point."
[FONT="]The Working Pivot is another way to do all this.[/FONT]
Swytch: I finally got it working, It's for scale and rotation transformations only right? Thats' better than nothing. I also was playing with the working pivot too.
LouisMarcoux - Working Pivot Demonstration:-
http://louismarcoux.com/Videos/Max2008_NF_WorkingPivot.wmv
Working pivot to surface, seems like a good way to go about all move tranformations that need doing. It's no Modo, but it makes things a hell of alot easier now.
Thanks to everyone for the tips, I've learnt alot
The script works on one editable poly object at a time. Just select any subobject element and run the actionCenterOn script. It will align the working pivot and turn it on. The actionCenterOff script will turn off the working pivot.
The scripts will show up under "BCTools" in your customize interface panel.
http://bryancavett.com/maxscripts/actionCenters.ms
Edit: Corrected a small pivot point bug and re-uploaded.
There is also a bug where the normals are not correct on heavily NU scaled object. That bug will not be fixed but you really should'nt do anything that extreme without resetting the xforms afterward anyways!
This really is the shizz-nit.
I'm abusing it so much already. So glad you pm me about this or I would have missed it.
Thanks man.