Spline Poly Bind
Creates an empty vertex-only object that you can deform with polybrushes (or any other editable-poly-friendly tool), and the splines will follow the deformation:
Usage: Run the script and with the dialog open, select the splines you want to deform. They should be editable splines or deformable lines, the more points the more granular control over them (you can use the Normalize Spline modifier to add more points to your splines. After running the script, a new vertex-only poly object is created and activated.
You can use all the usual tools for moving its verts, like the Shift Move brush, Shift Rotate Brush, Shift Scale brush, Conform brush or even classic Soft Selection. Just don't remove or add new points.
If you want to ignore/mask specific parts of splines to edit, enter the vertex subobject level of the PolyBind object, select the verts you want to ignore and use the Hide Selected button inside Edit Geometry.
Installation: The .ms file can be run from any location (Maxscript -> Run Script...). If you want to put it in toolbar, menu or quadmenu, you can create a macroscript using Macroscript Creator.
Attachment | Size |
---|---|
splinePolyBind.ms | 3.33 KB |
Comments
Thank you!
Simple and fantastic script!
Thank you!
Simple and fantastic script!
Thank you, fixed now.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
Macroscript Creator
Wrong page link
http://www.scriptspot.com/3ds-max/scripts/3ds-max/scripts/macroscript-cr...
over this
http://www.scriptspot.com/3ds-max/scripts/macroscript-creator
thanks)
!
As always super! Simply magnificent! Thanks.
This tool is worthy of being the default in 3dsMax. It seems that Autodesk developers are far from real modeling tasks.
Thanks for explanation!
Thanks for explanation!
If you have a poly surface and create splines out of that, sure, that will support the other brushes and there's no reason to go roundabout way about it (the shift brushes perform the exact same way though).
This is for splines, for example when you have a cable bundle generated with spline fibers and want to add zipties and pinch it where you added them or otherwise tweak it.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
Right, I it understood later
Right, I it understood later :) It looks like deformation brushes perform better on true surfaces; and later all is needed is to extract all loops as shape.
Make the spline copies, not instances, when duplicating them. If you want to deform an instanced shape, select just one of the splines when creating the binding.
Some of my scripts and MCGs :: 3ds Max SDK Intro for Scripters
SO Timely!Many thanks
SO Timely!
Many thanks
Issue: Works well only if multiple spline attached into one before running the script, otherwise every brush stroke kind of cancels previews deformation.