Hey guys just been watching one of Gilesruscoe's modelling timelapse videos using Blender (
Video). At 00:43 + you can see him select a polygon and create a tesselated and connected leg shape with a click of a button (I believe).
Is this possible in Max (With a click of a button)?. I have fiddled with many modifiers and haven't found a simple way to do this only through manually tessellating and connecting 3 verts at a time.
If this aint in Max is there a potential scripter willing to fiddle around with this? Cause I guess it could help a lot of people quick sub divide parts of their meshes as well as help create nice extrusion shapes. I personally would use it for creating arms,legs,ears and toes etc.
If someone was to create this into a script I guess this could be developed to include more tesselations and quadifying etc to help with creating base meshes for Zbrush and even re-topping.
This is the process I follow, if it helps paint a picture.
(Mesh is an edit poly)
Step 1: Select polygon
Step 2: Use 'Tessellate' under 'Edit Geometry' and set it to 'Edge'
Step 3: Shows what it looks like tessellated, creating N-Gons at present.
Step 4: The verts connected with outer verts to create triangles.
Step 5: Allows user to pull verts around to create arm/leg/etc. shapes.
Thanks guys.

Replies
I tried to replicate the effect using macros in max, no success so far. But I'm sure it's possible with enough maxscript knowledge.
Work also the same, but in a much cleaner fashion? I guess the Tess method is nice for saving polygons though on the low poly since it is tri connecting them at the edges instead of quading them.
--****************************************************************************************************** -- Created: 29-06-2011 -- Last Updated: 29-06-2011 -- Version: 1.0 -- -- Author : Kostadin Kotev / miau_u@yahoo.com / -- Version: 3ds max 9 and up -- -- Discription: Requested in Polycount.com forum - http://www.polycount.com/forum/showthread.php?p=1378407#post1378407 --****************************************************************************************************** -- MODIFY THIS AT YOUR OWN RISK macroscript TessellateAndConnect category:"miauu" tooltip:"Tessellate and Connect" buttonText:"Tessellate and Connect" ( if selection.count == 1 and classof selection[1] == Editable_Poly then ( if subobjectlevel == 4 then ( local curObj = $ local allObjVerts01 = curObj.GetNumVertices() curObj.tessellate #Face local allObjVerts02 = curObj.GetNumVertices() -- remove inner vertex local workingVerts = for v = allObjVerts01+1 to allObjVerts02 where (curObj.GetVertexEdgeCount v) == 3 collect v subobjectlevel = 1 for i in workingVerts do ( local face = polyop.getFacesUsingVert curObj i as array local faceVerts = polyop.getVertsUsingFace curObj face[1] local lastVertEdges = polyop.getEdgesUsingVert curObj i as array local commonVerts = polyop.getVertsUsingEdge curObj #(lastVertEdges[1], lastVertEdges[2]) local opositeVerts = (faceVerts-commonVerts) as array polyop.setVertSelection curObj #(i,opositeVerts[1],opositeVerts[2]) curObj.buttonOp #ConnectVertices ) ) else messagebox "Go to Polygon sub-object level!" title:"miauu Script Error!!!" ) else messagebox "Select only one Editable_Poly object!" title:"miauu Script Error!!!" )Work with quads and n-sided(n>5) polygons. Editable_Poly objects only.@Beazel, you have to rearange the vertices manualy to get the desired shape.
@ miauu
works perfectly!
Thanks a lot man! Appreciate it
(Sorry I didn't thank you earlier, I have been away for a few days.)
@ perna
I am using it more for Handheld. It's a good base start before collapsing verts for triangles. Just a quick way of getting body and other extrusions before optimisation.