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Scripted plugin modifier

6 REPLIES 6
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Message 1 of 7
Anonymous
337 Views, 6 Replies

Scripted plugin modifier

I was looking at the docs for writing scripted modifiers and I found an example for stepping through existing verticies changing their position, but I don't see any examples for creating new geometry. Is this something simple, or out of scope of what a scripted modifier can do? Can I use meshop or polyop commands in a scripted modifier?
6 REPLIES 6
Message 2 of 7
Anonymous
in reply to: Anonymous

If you talk about SimpleMod plug-ins, yes, you guess right.

Quote from the help:
A SimpleMod plug-in is a deformation-type modifier that moves vertices around but does not change topology (adding or deleting vertices, faces, surfaces, lines, etc.)
Message 3 of 7
paulneale
in reply to: Anonymous

There isn't a lot that can be done with the scripted plugins. The modifiers are very limited but can be useful.
Paul Neale

http://paulneale.com


Paul Neale




EESignature

Message 4 of 7
Anonymous
in reply to: Anonymous

That's too bad. I don't have the time to learn C++ right now. I was hoping to make a modifier out of one of my scripts.

Pth!
Message 5 of 7
jhn
in reply to: Anonymous

There's always scripted Geometry plugins. There you have total freedom over mesh creation, and you could use the exiting mesh as a "compound" sort of like boolean. But it's obviously not a modifier but maybe an option.

-Johan
Message 6 of 7
Anonymous
in reply to: Anonymous

There's always scripted Geometry plugins. There you have total freedom over mesh creation, and you could use the exiting mesh as a "compound" sort of like boolean. But it's obviously not a modifier but maybe an option.

-Johan


Interesting idea. Might work. Thanks.
Message 7 of 7
paulneale
in reply to: Anonymous

You can do a fair amount with scripted geo. Here is a scripted helper object that has lots of options.

http://penproductions.ca/scripts/penHelpers/penHelper.htm
Paul Neale

http://paulneale.com


Paul Neale




EESignature

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