for some applications using my point/ray clouds I need some objects to use all the points and some to use only some of the points. So I created a limiter helper (I would have used a modifier but then it's still up to the caller to decide which to use the mod or the base object and that created some issues). So the limiter…
another diversion :) doing the above demo snippet, I approximated the mapping of the two objects to similar scaling an position though the illusion is ruined the moment I rotate the entire object :anguished: So it got me thinking about linking the mapping gizmo of both objects to a helper..... seems it works :) the script…
been mucking about with a simple stone generator for max it's basically a geosphere with random clipping planes (the demo object has a mesh smooth with 2 iterations on it plus some box mapping). Anyway the script is attached for anyone who wants to play :)
interestingly (well to me anyway =) ) I can randomize scripted plugin objects in my scatter tools.... you can invalidate the mesh using SimpleObject::MeshInvalid(); which forces the mesh to be rebuilt then in the script you change seed rseed to seed (random 0 65535) and voilà a new mesh at every spot
I made a destructible object system in Unity. The objects must be broken up in the 3d app but once imported you just need to assign a script to the root and it sets everything up. It automatically batches the object chunks into a single mesh when the pieces are not moving to reduce draw calls, and i have tested it with…
Implemented the most simple of interfaces for SimpleObject2 class in max called IVariation. And all it does is invalidate the mesh forcing max to rebuild it. So now if you add any kind of random variation in your object creation this can be reflected in the creation process as a test I randomized the height segment in a…
Hi, this question probably doesn't fit this thread too well, but I don't think it justifies a new thread. Does anyone know of a script that aligns an object to another based on their selected vertices? In the example above I know that the two selected vertices on the light grey object should be on the same positions as the…
In max you could add it to the user defined properties of the object. This way, even if the object is merged to other scenes it will carry the xnormal preset. Maybe there is an equivalent in Maya, so there is no need to have extra nodes in the scene.
ran into this today: I'm trying to automate merging hundreds of objects and want to use ProBoolean. For whatever reason, it won't let me set Merge on the first Object in the ProBoolean Methods and just automatically creates it as Union :( My current line: ProBoolean.CreateBooleanObject $Cylinder001_Part_873 NULL 3 2 0; and…
a little arcane (and a right pain to workout/code) perhaps but I've managed to get my point emitter to be a "proper" max pipeline object like editable mesh, splines and poly. Doesn't sound much but it saves a lot of faff with each emitter having to handle everything individually can now be moved to a single mod that works…