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[Closed] Four lines to create a grid,by script,could be done?

See the picture please*^_^*
So,is there a way to done it like that by maxscript?
Thank you!

7 Replies

Yes, you can do it in Max, manually or with MaxScript.

  1. Create your 4 segments shape.
  2. Add a Surface modifier.
  3. Add an EditPoly modifier.

I realized it might not work in all cases, depending on the shapes.
So, here is a little utility that will hopefully create the surface you need.

Pick up your 4 shapes and the click on Build Shape. If the surface is distorted try reversing the shapes (R button). This process can be automated if you would like.

try (destroydialog ::RO_SPLINES_SURFACE) catch()
rollout RO_SPLINES_SURFACE "Spline Surface" width:196 height:240
(
	fn FilterShapes obj =
	(
		superclassof obj == shape and isproperty obj "numsplines" and obj.numsplines == 1
	)
	
	label lbl1 "Top:"	pos:[8,16] width:48
	label lbl2 "Bottom:" pos:[8,48] width:48
	label lbl3 "Left:"   pos:[8,80] width:48
	label lbl4 "Right:"  pos:[8,112] width:48
	
	pickbutton bt1 "Top"	pos:[56,  8] width:96 height:32 autoDisplay:on filter:FilterShapes
	pickbutton bt2 "Bottom" pos:[56, 40] width:96 height:32 autoDisplay:on filter:FilterShapes
	pickbutton bt3 "Left"   pos:[56, 72] width:96 height:32 autoDisplay:on filter:FilterShapes
	pickbutton bt4 "Right"  pos:[56,104] width:96 height:32 autoDisplay:on filter:FilterShapes
	
	button bt1r "R" pos:[156,  8] width:32 height:32
	button bt2r "R" pos:[156, 40] width:32 height:32
	button bt3r "R" pos:[156, 72] width:32 height:32
	button bt4r "R" pos:[156,104] width:32 height:32
	
	groupBox grp1 "Subdivisions:" pos:[8,144] width:180 height:48
	spinner spn1 "Width:"  pos:[ 16,164] fieldwidth:34 range:[4,100,10] type:#integer
	spinner spn2 "Height:" pos:[100,164] fieldwidth:34 range:[4,100,10] type:#integer
	
	button bt_build "Build Surface" pos:[8,200] width:180 height:32
	
	local surf
	
	fn BuildSurface =
	(
		top	= bt1.object
		bottom = bt2.object
		left   = bt3.object
		right  = bt4.object
		
		if top	 == undefined do return messagebox "Invalid Top Shape"
		if left	== undefined do return messagebox "Invalid Left Shape"
		if bottom  == undefined do return messagebox "Invalid Bottom Shape"
		if right   == undefined do return messagebox "Invalid Right Shape"
		
		sx = spn1.value
		sy = spn2.value
		
		topPos	= for j = 0. to 1. by (1./sx) collect lengthInterp top	1 j
		bottomPos = for j = 0. to 1. by (1./sx) collect lengthInterp bottom 1 j
		leftPos   = for j = 0. to 1. by (1./sy) collect lengthInterp left   1 j
		rightPos  = for j = 0. to 1. by (1./sy) collect lengthInterp right  1 j

		_left   = for j = 1 to ((sx+1)*(sy+1)) by (sx+1) collect j
		_right  = for j = (sx+1) to ((sx+1)*(sy+1)) by (sx+1) collect j
		_top	= for j = (((sx+1)*sy)+1) to (((sx+1)*sy)+1+sx) collect j
		_bottom = for j = 1 to (sx+1) collect j
		
		undo off
		(
			if surf != undefined and not isdeleted surf do delete surf
			surf = converttopoly (plane width:sx length:sy widthsegs:sx lengthsegs:sy wirecolor:[150,220,50])

			for j = 1 to topPos.count	do polyop.setvert surf _top[j] topPos[j]
			for j = 1 to leftPos.count   do polyop.setvert surf _left[j] leftPos[j]
			for j = 1 to bottomPos.count do polyop.setvert surf _bottom[j] bottomPos[j]
			for j = 1 to rightPos.count  do polyop.setvert surf _right[j] rightPos[j]
			
			surf.relaxAmount = 1
			surf.relaxIterations = sx*sy*10
			surf.editablepoly.relax()
		)
	)
	
	fn ReverseShape mShape =
	(
		reverse mShape 1
		updateshape mShape
		BuildSurface()
	)
	
	on bt_build pressed do BuildSurface()
	
	on bt1r pressed do if bt1.object != undefined do ReverseShape bt1.object
	on bt2r pressed do if bt2.object != undefined do ReverseShape bt2.object
	on bt3r pressed do if bt3.object != undefined do ReverseShape bt3.object
	on bt4r pressed do if bt4.object != undefined do ReverseShape bt4.object
)

createdialog RO_SPLINES_SURFACE

EDIT1: Code improvements

1 Reply
(@dottob)
Joined: 10 months ago

Posts: 0

This is a Wonderful Work!
And thank you!Deeply grateful!

very nice! i like the relax idea

If i do this:

–surf.relaxAmount = 1
–surf.relaxIterations = sxsy10
–surf.editablepoly.relax()

Can we get a algorithm about directly calculate the vertex‘s x,y,z just like do with surf.editablepoly.relax() ?

Special thanks to PolyTools3D!
Thanks guys!

The relax algorithm is very straightforward:

    For each iteration, set each vertex position to the average of its neighbors (edge connected).

If you want to avoid the outer vertices, just don’t modify their position.

1 Reply
(@dottob)
Joined: 10 months ago

Posts: 0

Have a nice day!