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Changelog [v1.04 current version] - Added parameter “Sub-Turns”. - Added few parameters for bend ends. - Added checkbox “Single Shape”. - Fix small bug.
I changed a bit your code, nothing special but this way U can avoid some repetitions
-- ........................... 78 line
local inv = (-1)-- for invert position of points
local tmpArr = deleteItem (deepcopy pointArr[1]) 1
for i = 2 to HalfTurn do(
tmpArr = deepCopy tmpArr
for j in tmpArr do(
j.x *= inv
j.y *= inv
j.z += (CellSize))
join pointArr[1] tmpArr
)for i = 1 to (Rows - 1)do(
tmpArr = deepCopy pointArr[1]for j in tmpArr do(-- if i is odd number then multiply with inv valueif mod i 2 != 0 do(j.x *= inv ; j.y *= inv)
j.x += ((CellSize - (Radius * 4))* i))
append pointArr tmpArr
)
delete $TempGrid*
local sp = splineshape name:(uniquename "TempGrid") sides:Sides thickness:(Radius * 2) \
render_displayRenderMesh:DisplayRM render_displayRenderMesh:DisplayRM
for i in pointArr do(
addnewspline sp
for j in i do(addknot sp (numSplines sp) #smooth #line j))
Thanks big for thread of Forum. I think it's useful to me. If interested, here's a basic piece of code (function without "bend ends"). But I think it needs to be redone for wrapping around cylindrical or spherical mesh as you suggest.
Comments
Awesome work
Just adding a note to say this is an awesome script that I'm going to get a lot out of use out of. Thanks so much.
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Thank you all!
bodyulcg.com
i love your scriptz
breh. the labryinth maker is really useful.
Will be playing with this one as well. :D
All your scriptz are belong to me!
Hi Wladislaw
Another great script, your work is immense, thanks for sharing, + and commented
Very cool, thanks!
Very cool, thanks!
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Yep. It represents best way to operate on odd and even items in array ei
bga
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Oo, good. I forgot about the function "mod()".
Just I almost never used this function.
bodyulcg.com
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I changed a bit your code, nothing special but this way U can avoid some repetitions
bga
@Nevil
Thanks
bodyulcg.com
@barigazy
Thanks big for thread of Forum. I think it's useful to me.
If interested, here's a basic piece of code (function without "bend ends"). But I think it needs to be redone for wrapping around cylindrical or spherical mesh as you suggest.
bodyulcg.com