•••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• VERSION 1.1
With this tool user can deform selected edges of Editable Poly objects.
This will give your model a more natural look with raw edges.
For example: wooden or concrete pillars or walls, pieces of clay or ice, rude metal etc.
Follow these five step:
1. Select your model (the conditions are: model must be converted
as Editable Poly object with none modifiers assigned).
2. Manually select edges or you can use the button
*Select Contour Edges* which will select all edges
with the given minimum and maximum angle between
two faces who share same edge.
3. When the edges are selected press *Analize Topology*
button to recive some inportant pararametars for
4. I suggest to use default settings for the first deformation
process by pressind *Defor Selected Edges* Button.
Then activate *Interactive mode* which will allow you to have
direct feedback of any changes on your model.
5. You can also use *Peview UNS* (use NURMS Subdivision)
with display iterations, or remove all changes on model
topology (*Revert Object Topology*).
N O T E: If your object has a large polygon count
(high poly model) then do not recommend that you
use *Interactive mode* or if you do choose to use this mode
in the previously described conditions then try to
increase or decrease spinner value only by one.
Take a look very nice presentation of this tool by Chandan Kumar on cg.tutsplus.com http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/quick-tip-how-to...
Place the bga_DeformedEdges_v1.0.ms file into a
max script directory.
This script is written and tested on 3dsMax 2011 x64
and 3dsMax 2012 x64, but it may work in older version.
Denis Trofimov (Denis T) for his great input
regarding optimization of code.
You can put a comment on CGTalk Forum where you can see also
making of *Deformed Edges* script. Follow this link:
Recent tests with version 1.0
Version 1.1 New Features:
- now you can use BEVEL operation to create a stitches
NOTE: To disable bevel option just set *Bevel Height* value to ZERO.
- added Preview Checker Map options for cheking the model UV's.