How to create a compose modifier in MCG?

How to create a compose modifier in MCG?

Anonymous
Not applicable
509 Views
2 Replies
Message 1 of 3

How to create a compose modifier in MCG?

Anonymous
Not applicable

I am trying to write a compose modifier.

 

Capture2.PNG

 

It allows the user to select another object, and attaches it to the modified object. In addition, a transform can be applied to the attached object.

 

The idea is to build a larger object, say a wall, by repeatedly composing what I already have with additional building blocks.

 

Here is what I have

Capture.PNG

There is a problem: The transform always starts from the original object. So, if I add two compose modifiers with the same building block and the same transform, the attached objects will be at the same position. That is not the way I want it. If the first compose has a translation by 100 and the second also has a translation by 100, the second should be translated by 200 with respect to the base object.

 

Can someone explain how to do that? Do I need to change the world transform of the base node? How can that be done?

0 Likes
510 Views
2 Replies
Replies (2)
Message 2 of 3

Anonymous
Not applicable

Not sure how helpful this is, but you could have a look at the "Mesh Mixer" mcg included here: areadownloads.autodesk.com/wdm/3dsmax/mcg-2018-samples.zip

(then again it does weird things with the pivots as well)

0 Likes
Message 3 of 3

Anonymous
Not applicable

thanks for the hint, will do!

0 Likes