ScriptSpot is a diverse online community of artists and developers who come together to find and share scripts that empower their creativity with 3ds Max. Our users come from all parts of the world and work in everything from visual effects to gaming, architecture, students or hobbyists.
v3.07 Added fix for detached detach geometry if the source object had incorrect mesh issues.
Добавлено исправление отсоединённой detach-геометрии, если в исходном объекте были проблемы некорректной сетки.
Using single hotkey for Attach/Detach Используя единственную горячую кнопку для Attach/Detach
Submitted by Univerpix Studio on Sun, 2010-01-10 09:07
63
votes
This script is very useful for car exterior modelling. It allows you to create really smooth polygonal surface using splines or NURBS curves to control the shape of the surface. Also allows you to control the edge loops of the surface. With this script you have to draw only the borders of the surface you want. Watch the video or the help page for more information!
Creates surface defined by four splines. The order of picking the splines matters - they should form a closed loop. If you get a weird looking mesh, try once again starting with another of the four splines:
Note that if any of the splines are animated, the resulting mesh is animated, too.
Creates a cylindrical mesh, created around a series of X, Y and Z positions which are defined by 3 different functions. The functions can be easily changed using 7 variables (Segments, M, N, P, Q, H and T) which are all spinners.
A Must-have plug-in for fast modeling! Now with ProBoolean.
Fast 1-click boolean operations with multiple objects:
-Attach selected objects to the first selected object. (Matches material IDs)
-Union selected objects.
-Subtract selected objects from the first selected object.
-Subtract the last selected object from the other selected objects.
-[ProBoolean] Union selected objects.
-[ProBoolean] Subtract selected objects from the first selected object.
A curve-controlled scripted sweep modifier. As of now, both the Interpolation and Profile animation rollout UI items are just placeholders for non-implemented stuff. Using curve controls this way is pretty much experimental and as such, I wouldn't advise using this in production - better collapse it or make a pointcache and use that instead.