Spline friendly Clone MCG\Modifier

Hello,
I'm looking for a simple Clone MCG\Modifier that does not turns splines to meshes when applied. All suitable existing ones turn them to polys. Another nuance the the spline should remain the same (the same vertices number\type). Have you seen something in this direction?
Thanks

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1rv's picture

At last I found that Itoo's

At last I found that Itoo's :) SplineOffset modifier does the job.

https://www.itoosoft.com/freeplugins/splineoffset

1rv's picture

PM me

I could PM you some examples, no problem

1rv's picture

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1rv's picture

Is Itoo's Clone made with

Was Itoo's Clone made with C++? I could request 'spine preserving' but I'm not sure chances are too high :)

jahman's picture

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Yep it's a c++ plugin. I guess chances are close to zero since it is decade old free plugin.
But then again you'll have to prove your point about the advantage of 'clone shape before converting to mesh' for them to work on your request.
I still can not imagine where it can be useful.
Could you maybe post some images?

1rv's picture

Sad news :/

Rather sad news.. Is there strong reason for such limitations?

  >>It doesn't respect previous modifier stack state, but only node's baseobject.

And if you'd apply editable spline modifier right before Spline Clone? It wont help?

jahman's picture

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I guess there's no reason for this. It's just not implemented in maxscript, while it is absolutely possible for c++ native modifier plugin. Mirror modifier for example.

>> And if you'd apply editable spline modifier right before Spline Clone? It wont help?
What you see is not really a scripted modifier, but the attribute holder and a rollout with some controls. It modifies existing node's baseobject down the stack.
So when you go down the stack to modify the original shape there's no original shape anymore, unless you manually revert these changes applied to baseobject.

Not user friendy, doesn't support animation, editing and many many more reasons not to call it a modifier.

1rv's picture

>>>If the result of modifier

>>>If the result of modifier stack is a geometry object there's no need in 'shape clone' modifier.
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Because I NEED to procedurally deform splines in clone stack BEFORE applying general sweep. Otherwise any of FFD or Twist would deform meshes delivered by sweep as well.

jahman's picture

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Unfortunately it is impossible to make such modifier using maxscript.

This is the maximum you can do with script. And it has some serious limitations.
It can't be turned on/off. It doesn't respect previous modifier stack state, but only node's baseobject. Can't be applied as instance to multiple shapes. And list goes on...

1rv's picture

In short bevel, sweep, and

In short bevel, sweep, and clone modifiers give you some fantastic options that are much harder to achieve using other modifiers. I tried to PM you some examples but there's no contact option in your profile.

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