Very early days but working on a mannequin program using 3d lines instead of realistic geometry <a rel="nofollow" href="https://gum.co/dquin" title="Link: https://gum.co/dquin">link</a>
Super simple tool i've made for 3ds max just to try out the c++ sdk for the first time (you can find the source code on GitHub ) The tool just save the materials of each object in the current select and later when you want the tool can restore the saved material You can also save it to a file an load it!! i have to admit it, it wasn't an easy task but i liked the journey (this tool written in Maxscript could have been made in 5/10min ) Hope u like it !! i've made the source code publicly available so it could be of help to anyone who is struggling to understand the Max sdk !!
slight diversion today Outline Spline as a modifier, also with a rail option (the real reason as I need 2 "rail" splines to generate some specific meshes) also added a nifty manipulator too.
Hey Klunk,
The outline spline and cookie cutter modifiers look awesome. Are you planning on releasing these or care to share? I briefly looked into making an outline modifier using mcg, however there didn't seem to be any modifier output nodes that output as a spline. These scripts would be super useful to a hardsurface workflow i use. Even if i could get the slightest hint how you're going about doing it so that i could write something myself I would be super appreciative. Are you using mcg, maxscript, or sdk?
I've always wanted to draw straight lines on curved geo at any angle,
but the GPencil line tool couldn't and the Gpencil draw tool only does
horizontal and vertical straight lines. I've built my own GTape tool
now.
I have some ideas about taking this further and truly mirror the experience of tape drawing using Miratools/CV style curve/stroke manipulation.
Stashes are states of the mesh at user set points in time. it's not an
actual tool, but will be the basis for some cool upcoming tools.
This looks extremely interesting! IS this kinda like a morph state saved to the verts?
Thank William! It's duplicates of the mesh, but they aren't linked to the scene, so they aren't visible, or renderable, but they are saved in the blend file's data block.
I can bring them back at any time.
I can also access them via the DataTransfer modifer, even while unlinked, and transfer all kinds of data from them over to another mesh.
I'm gonna use these stashes as a normal source my next tool. But there's a number of things you could do with them of course. The simplest would be just as backups, where you could cycle back and forth.
The base mesh here stores pointers to these stashed away meshes and the Select Stash tool previews them by some simple custom opengl edge drawing.
Oh, your latest mesh tools are super cool! I love seeing innovation in this area. Modeling seems to have been really neglected over the past decade or so. Glad to see this change.
I've been working on a de-chamfer / un-chamfer script for 3DSMax lately. I was looking around for a way to do this in Max and the only stuff I could find was one old script from a decade ago with no working links anymore, and one that's part of a larger paid for toolset (and doesn't look like it can handle chamfers that border ngons). So I just made my own.
Replies
Coming back on this forum after years !
I want to share some houdini goodness
Here is a little HDA (houdini digital asset) i made for a upcoming tutorial, that help vizualise you axis in a fun way !
(sorry for spam!)
<a rel="nofollow" href="https://gum.co/dquin" title="Link: https://gum.co/dquin">link</a>Writing a script in Maya that acts similar to the clip tool in zbrush.
The tool just save the materials of each object in the current select and later when you want the tool can restore the saved material
You can also save it to a file an load it!!
i have to admit it, it wasn't an easy task but i liked the journey (this tool written in Maxscript could have been made in 5/10min
Hope u like it !! i've made the source code publicly available so it could be of help to anyone who is struggling to understand the Max sdk !!
More: https://machin3.io/MESHmachine/docs/
Version Update..
https://gumroad.com/l/eylOq
Will try to explore more precise ways of collision detection just wanted to play a little bit around with this.
The outline spline and cookie cutter modifiers look awesome. Are you planning on releasing these or care to share? I briefly looked into making an outline modifier using mcg, however there didn't seem to be any modifier output nodes that output as a spline. These scripts would be super useful to a hardsurface workflow i use. Even if i could get the slightest hint how you're going about doing it so that i could write something myself I would be super appreciative. Are you using mcg, maxscript, or sdk?
Thanks!
Kyle
Someone saw the corner quad duo script and asked for corner quad trio:
I've always wanted to draw straight lines on curved geo at any angle, but the GPencil line tool couldn't and the Gpencil draw tool only does horizontal and vertical straight lines. I've built my own GTape tool now.
I have some ideas about taking this further and truly mirror the experience of tape drawing using Miratools/CV style curve/stroke manipulation.
I've spend some more time on the tape tool. Also shown is the symmetrize Grease Pencil tool in MACHIN3tools.
couple new scripts. The first corner method is my preferred topology but I had a request for the additional options from some users.
https://vimeo.com/269535138
Couple of quick demonstrations of new scripts:
https://www.pixelfondue.com/blog/2018/5/17/modo-topology-script-select-polygon-ring
https://www.pixelfondue.com/blog/2018/5/17/modo-topology-script-circle-slice
http://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine#latest
Working on a texture packer tool. Next step is to integrate the windows open file dialog, replacing the current input method. Batch packing using naming conventions would be cool too.