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[Closed] Instancing with both unique and instanced modifiers

Hello im trying to instance some objects from my base object like;

[ol]
[li]Base Object (Edit_Poly)[/li][li]UVW Map[/li][li]MeshSmooth Modifier[/li][/ol]This is my default setup and this should be instanced a couple of times which is not the problem. After that I want for each of those new instances to add two unique modifiers to the modifier stack (2x Bend in my case).

The result of this should be equal to selecting multiple instanced objects and add one modifier ontop. And then make that one unique for each of the nodes.

If I do this just normal in the GUI for each object so that the gizmo is correctly positioned/scaled etc the whole stack/object becomes unique and not just the bend modifier on top. What im using now to place the nodes is:

for pt in helpers where classof pt == point do 

(
	nobj = instance $bottle
	nobj.renderable = true
  
	nobj.transform = pt.transform
	nobj.parent = pt
)

This is just a simple loop that adds an instance for each point helper in the scene. $bottle is the Edit_Poly with two modifiers applied to it. This stack instances fine incl the modifiers I allready applied.

I’ve tried using InstanceMgr.MakeModifiersUnique but that works in the same way as using the GUI and makes the whole stack unique and not just the modifier I specify. And becouse of instancing when I add one modifier to a single node, it gets added to all of them.

Any suggestions would be nice, cheers

1 Reply

Ok I found that in the modpanel you can rightclick and do create reference and then add a modifier for that object only on top. How would I go about this in MXS?