hi, is there a way to create a "link" so that the detached edges from edit poly updates simultaneously as I modify the poly object? the main reason is sometimes I hav to use sweep modifier to create a mullion. this is the workflow that I Do =
1.model an organic editable poly object and apply mesh smooth modifier up to 2 iteration (I need the mullion to be smooth, not jagged)
2.apply another edit poly modifier and select edges from subobject that I want to create the mullion from
3. detached edges. it becomes Spline
4.apply Sweep modifier to the detached edges. and I got the mullion that I want
however, I cannot possibly link Spline and editable poly object, so if let say I have to adjust my base poly object, the mullion will not update itself.
is there a better way to achieve that? i was hoping to get a full node-based method. so I can adjust the mullion by simply modify my base surface
thanks in advance 🙂
Well, I know there are plugins and maxscripts which can aid in this kind of thing. There may even be default techniques to achieving what you need here, but I can't seem to recall specifics at the moment. I'll look into it further for you, but here's one maxscript which might lead you in the right direction...
http://www.scriptspot.com/3ds-max/scripts/follow-surface
"Here's a script to allow an object to follow the contours/etc. of another object. It's called 'Follow_Surface' and it will enable you to have an object follow a surface even if the surface is animated. You can also follow the surface with a time delay (like a buoy does when it's floating on water)".
Sounds like it could be used for something similar to what you describe. Still, there are most likely other methods. Have you tried skinning the spline objects to the surface? Maybe using a Skin Wrap modifier?
hi, thank you for your generous reply. I only use 3dsmax for archviz only therefor I am not very familiar with either "skinning" or "rigging". Ill try to find some tutorial on the net to see how they work, perhaps that could help. care to give some little explanation how "skinning" works in that particular problem buddy?
Ill try the script and see if that can aid my modelling. however, it would be very handy if we can get every tool and action in 3dsmax stored in separate "nodes" so we can always modify our base "node" to change the final outcome of our model. (I believe we can do it in Maxscript. but Iam not familiar with Max coding language)
thank you :)))
Like luxxon said the fastest way might be to skinwrap the spline to the shape.
Something like:
Sweep
SkinWrap->Pick surface
editableSpline
But you will loose the 'live-link' if you change the topology of the surface.
3dsmax is node-based like any other dcc application, but there is no coherent GUI that exposes those nodes.
Maybe 3dsmax2016 will change this with 'Max Creation Graph'.
I think Para3D is a great example of node-based functionality in Max. Very much like Grasshopper for Rhino.
As for the OP... I think if you don't have skin wrap modifier, then you'll need to look at the various Maxscripts available out there to help with this kind of thing. There aren't many, but if you go to Scriptspot.com, you'll be sure to find something.
that would be awesome for 3dsmax to have full integrated node-based workflow, are you sure that will be on Max 2016? does it work like Hypergraph in MAYA? or will it be like graphical-representation of scripting solution (much like Rhino-grasshopper)?
thank you mate 🙂
Para3D unfortunately isn't free. and from what I read it is limited to "parametric array" not "generative modelling" like RHino-grasshopper. Grasshopper come in as free plug in for RHino, and with grasshopper I can basically do any scripting that I like not limited to just parametric modelling. (I can run daylight simmulation or any analysis stuff in Grasshopper as well). it is so sad that Autodesk has no plan to pump 3ds with such feature. :(((((
thanks bud, I will look at scriptspot and see what I can find.
:))
I'm not familiar with the differences between the functionality of Grasshopper in Rhino, vs. Para3D in 3dsmax. I do know the primary differences, of course, between the software (Poly vs. Nurbs), but the functions in Para3D look very similar to the funcitonality of Grasshopper. You can do more than array modeling in latest versions of Para3D. Regardless, I do not know of any plans to integrate that kind of function in 3dsmax 2016. I haven't actually heard of any plans for 2016 yet, and we aren't allowed to discuss that in this forum to my knowledge.
Good luck finding a solution, and please let me know if I can assist in anything further.
That's an interesting and clever technique. Good idea. The only potential problem I can see there is that the lattice modifier, when used with only struts from selected edges, creates "breaks" in the struts where the joints are supposed to be at each vertex intersection. This becomes apparent when you animate the surface. However, you may be able to weld those gaps with vertex weld modifier on top, and still maintain the animated result, but I haven't tested it.
I don't know if you've seen Ephere's Lab for 3dsmax. This visual, node-based creation graph allows you to deform, build, and do all kinds of transforms on objects directly in 3dsmax; extending the functionality of the modeling workflow very much like Grasshopper does for Rhino. This is not free, but yet another interesting way to work in 3dsmax using the node-based structure you are looking for. However, I'd wait to see what 2016 brings. So far, Autodesk has been very tight-lipped about the new release.
https://ephere.com/plugins/autodesk/max/lab/