Tagged 'MCG'

Polar Array Modifier

1 vote

A simple polar array modifier with additional controls like Z axis (world) rotation, X, Y and Z offset (world). Z offset is gradual. P.S. X-form needs to be reset in order for this to work correctly.

parameters

Panelizer Modifier

1 vote

3dsMax topology based paneling modifier.

Procedural tool for geometry paneling.

 

Framer Modifier

0 votes

3dsMax topology based frame modeling modifier. Procedural tool for frame like structure creating. Useful for creating facades, structures, grids, furniture, patterns and more.

Weaver Modifier

3 votes

Modifier creates realtime topology based weaving geometry.

  • Works on tris/quads/n-gones.

Update: Version 2

KIN Selection modifier tools

0 votes

2 modifier, setselection, invert selection, support soft selection, vertex, edge or poly, can animate.

(note: you need to add edit poly modifier before this 2 modifier.)

 

Scatter modifier

2 votes

Scatter modifier align mesh to each polygon(not triangle) center perpendicular.

Shift Edge

0 votes

-Shift polygon edge arrange
-Invert edge visibility

3dsMax MCG Velocity Controllers

1 vote

MCG Velocity animation controllers.

Animate using speed.
Linear Velocity
Angular Velocity

Velocity Float:
. A single float velocity.

Velocity Transform:
. A transform velocity.
. Forward speed and orientation speed.

Update in V1.1
package "MCG_Velocity_Controllers_v1.1.zip" includes :
VelocityFloatController_v1.0.22.mcg (no changes from previous)
VelocityTransformControllerV1-1_v1.1.295.mcg (v1.1 update)

Changes in Velocity Transform Controller

. Added position and orientation offsets
. Added a button to pick a start Node

MCG Wave Slates

4 votes

This MCG creates panels/slates based on sine wave.

Installation:

https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-086875CC-4C32-4215-BFEC-2B356F9D2A53-htm.html

Then can be found in Create>Geometry>Vu

MCG Mirror Morph

2 votes

This MCG will mirror the form of your geometry across an axis for creating morph targets. The Form/Shape is mirrored, not the geometry itself or vert IDs as this would render the targets useless. The geometry's form/shape should be symmetrical (pivot centred) but vertex distribution does not have to be symmetrical, as can be seen with model with one eyebrow. Modify your target and the mirrored result is updated live, not like some static, dead end mirror/skinwrap method.

Requirements: Max 2016/17/18

Installation: