Announcements

Between mid-October and November, the content on AREA will be relocated to the Autodesk Community M&E Hub and the Autodesk Community Gallery. Learn more HERE.

Prefab Primitive type creation

Prefab Primitive type creation

MythN7
Contributor Contributor
769 Views
3 Replies
Message 1 of 4

Prefab Primitive type creation

MythN7
Contributor
Contributor

Hello, is it possible to create an object that has a modifier or custom parameter that basicly lets you cycle threw prefab elements.

 

For me, the reason is to take my modeled out versions of washers, bolts and nuts, and have them all as 1 object, where I can pick which one is the active state.

 

For whats currently in the premitive, i would think the teapot is a good example, where you can toggle off the lid or arm or spout.

But for me, it only needs to be as simple as 1=bolt, 2=nut, 3= washer, type of thing.

I would also if possible like to have a randomize button, that would do randomize draws on all the cloned versons of this.

 

For such reasons as, mabye having a rivet or nail head instead of a screw or nut,  where I could just spawn a hundred or so where they need to be, and then hit randomzie on just one of them, and all the cloned instances take the randomize effect as if it was a unique object.

 

Thanks

0 Likes
Accepted solutions (1)
770 Views
3 Replies
Replies (3)
Message 2 of 4

Anonymous
Not applicable

It's possible to create a primitive like this, if you know scripting and how to create primitives at the dev level, but I don't know of one specifically.  However, there's an interesting Maxscript (free) that does create bolts, washers, and nuts with variable parameters which you may find useful.  Have a look at this, and perhaps go from there.  As for the randomization, I would think this is possible in several ways.  You can create a number of bolts with the maxscript using variable parameters, then use either the Object Paint tools in the Graphite Ribbon, which has a randomizing feature or a tool like Ultimate Painter maxscript, which has some additional features over the standard object paint in Max.

 

http://www.scriptspot.com/3ds-max/scripts/nuts-and-bolts

0 Likes
Message 3 of 4

MythN7
Contributor
Contributor

Hey thanks for the reply, Yea, thats what i used was the paint objects, where you can create a list of objects to paint randomly.

 

so what I was more hopeing for was to just paint point helpers all over the scene to lock down the orientation and location of each object to place. then add a modifier or custom parameter to the point helper that would have a list similar to what is in the object paint pool. and spawn them in randomly.

 

What I ended up doing was making copies of my prefabed parts at various scales and rotations with bits and parts interchanged so I had a pool of a few dozen made from the original 3.

 

As the rotation and scale in the object placement seemed to not be a range but the set value till you hit the green checkmark, and keyed in new values, where I just wanted to paint in things.

 

So for this purpose I was using it for street lamps and fire hydrants, and trash cans. just the random clutter of a scene.

0 Likes
Message 4 of 4

Anonymous
Not applicable
Accepted solution

Very interesting.  Have you seen this particular script, which appeared on Scriptspot recently?  It allows you to attach a point helper to any face surface on an editable mesh object, with a script controller for position, rotation.  You can link an object to the point for attachment, etc.  I wonder if this could be modified in some way to do what you're looking for, at least as far as the randomization scattering and position control?

 

http://www.scriptspot.com/3ds-max/scripts/attach-to-face