Tagged 'primitive'

Aligned Box

2 votes

Custom box primitive where you can choose where the pivot point will be located while creating the object. You can place the pivot point visually by picking the location on YZ and XZ plane:

Aligned box

Arrow Helper

6 votes

Helper object with the same features as the spline Arrow primitive.

Arrow Manipulator

Honeycomb Mesh

7 votes

Hexagonal mesh primitive.

honeycomb primitive

Disco ball

8 votes

Disco ball primitive.

Mesh Muscle

6 votes

Similar to the CAT Muscle Strand object, only mesh-based and accepts modifiers.

MeshMuscle primitive

Fast Housing

6 votes

Fast Housing generates an architectural structure through a custom procedural mesh object, you can change parameters and watch the results in real time. It's an easy and intuitive way to create a house at a simple level, its versatility allows you to create your own style, usefull for the creation of urban backgrounds.

This script creates a FA_House primitive object which works as any 3ds Max object: any deformer can be applied, renderable, can be converted to mesh etc ...

Rectangle by Edge

20 votes

Spline primitive that creates a rectangle based on the direction of clicked point:

Rotated Rectangle

See also NGon by Edge.

NGon by Edge

13 votes

NGon spline primitive created by dragging the first edge. Holding shift constraints to ortho, holding ctrl flips the shape. The original idea and implementation comes from Aslan Tamjidi, see the discussion thread for further details.

NGon by Edge primitive

Tetrahedral Spline

10 votes

Tetrahedral mesh primitive primitive traced along a picked spline path. The starting direction is controlled by the Seed parameter, after that new tetrahedrons are added in directions resulting to the closest match to the original path. When turbosmoothed, the result is a uniform organic-looking surface.

Tetrahedron Spline

PatchMesh

7 votes

Mesh primitive that behaves similat to the Patch Grid. Point helpers are used as handles, which means animating them or using wire paramaters with them is easy. Linking the helpers to another parent would break it, though, so if you want to do something like that, use constraints instead (Link constraint or Position constraint depending on what you want to achieve).

Patch Mesh