Little tool for maya i been making that simulates the same effect as renderable curves in 3ds max. DOWNLOAD: http://rightsomegoodgames.ca/scripts/pbRenderableCurve.zip GITHUB: https://github.com/cmcpasserby/pbRenderableCurve
Think i fixed the shell bug, can you grab a copy of the script from here and let me know if you still have problems with the shell option. https://github.com/cmcpasserby/pbRenderableCurve/blob/master/scripts/pbRenderableCurve.py
Hi - quick question - is it possible to edit the geometry this creates? I's like to select faces and vertex's but cannot see how. Thanks for such awesome scripts!!
oh i see!, I was selecting the curve in the viewport. (got so used to using Max I forgot about different nodes in the outliner) So is this script using paintfx to create the thickness? That's pretty cool. cheers
I implemeanted these changes into the release now so version 1.03 can be downloaded from. http://rightsomegoodgames.ca/scripts/pbRenderableCurve.zip now. Changes include some code cleanup, the shell bugfix and the addition of the normal constraint feature to prevent twisting of the mesh.
Hey, Just been playing around with it. It works perfectly. :) it's like the best thing ever! Just out of interest tho. What is it that the 'Use Normal' option is actually doing? I've looked everywhere for an attribute to change that would give me this behaviour but found nothing. thanks again... this script is AWESOME!…
I put full control of the normal constraint into the UI for the dev builds. let me know if you have any problems with it before i put it into the stable branch. https://github.com/cmcpasserby/pbRenderableCurve/blob/develop/scripts/pbRenderableCurve.py also to easily save things from github click raw above the file, than…
hey, Just for future reference, how do I download the code from github.... I copied and pasted it into the existing python script. seems to work now tho. Even with twists the shell modifier works perfectly. just a shame about those twists. Wonder if there is a way to constrain the curve 'normals'? to an axis or something?…
ya uses paintFX, my original approach was to simply generate a circle and extrude it along the curve, but it didnt hold its volume very well on tight angles. So i came up with this approach which gave me more options in the end as well. Can be complicated to wire by hand, but Maya does have some incredibly powerful nodes…