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[Closed] Proxymodeling (project wip)

Hey thanks a million man this actually works better than you said and you code 20 times better than me so thanks for the open source factor as well much appreciated and I hope you don’t give up on finishing this tool it is very cool.

-Baker

Heh, I’m glad you can find it useful.

Few things I forgot to mention though.
The script should be active when you delete nodes from the structure (which can be done by just normally deleting stuff), otherwise it will get corrupted. There’s a callback function that handles cleanup after deletion and it is shut down with the script. I think it persists if the scrip crashes, but not when you manually close it.

Loft sections can be freely deleted from the loft. Changes are taken into account the next time said mesh is updated. You can also add a section anywhere in the loft, it should be placed in the right spot automaticly. If not, delete and try again.

The blue masternode does not serve any purpose yet. Hide it if it’s in the way. If you delete it, it will just be added again next time the script is run.

Just a quick fix for surface lock, it was starting to bug me so had to improve. Other than that, nothing really interesting going on. Still don’t have time. I do have plenty of ideas for improvements though.

changes:
-surface lock now works with MULTIPLE VERTICES selected, note that it still work only with vertices, not edges/faces (was very simple fix really, funny I didn’t think of it earlier)
-works also with cut tool now
-fixed minor bugs where rays were assumed to hit, thus causing crash.
-added “view” as conform option, projects vertices along othrographic depth axis of the active viewport

http://koti.mbnet.fi/sinko/host/proxymodeler_0_3_1.zip

oh and seems I forgot to add the cleaner callback (cleanup2.ms) into this one so you need to get it from the previous file.

another quick fix, probably last one before I do another rewrite, don’t know when yet.
http://koti.mbnet.fi/sinko/host/proxymodeler_0_3_2.zip

-surface lock works with all subobject levels now

Yah kinda small update, but adds significan comfort
Think it’s time for a little feedback round. I’m totally disappointed with patch evaluator for the most part and will probably overhaul the system and interface quite completely. Will aim for more freeform and less restricted way to do things.

We’ve been through some talk about technical things, but haven’t heard too much practical feedback. As said I don’t really use the patch part at all, but I do very often rely to the surface lock, conform and loft meshes. Love that part :arteest:. New system will rely on drawing flowlines more freely and using less restricted control points.

Now my request would be to throw in some wild suggestions for tools that you’d love to have in your mesh optimization/general proxybased modeling workflow. I’m thinking about new concepts here. Tell me something I haven’t thought of :).

looks damn sweet you script. I also really don’t like the way like drawing lines etc. Your scripts looks already very cool.

As it appears, max9 and probably 10 as well handle few things a bit differently which cause it to crash if “show end result” is used. I think polyop used to always refer to baseobject prior that. Another thing that I have noticed is that in max9 pickpoint() doesn’t take clicks into account if the mouse moves (bug?), which makes it total pain to use with a tablet and that makes my patch handler even more useless :). Then there’s the new way “when” contruct is handled which caused a slight hit in surface lock functionality (used to be continuous, now only on mouse up). Haven’t woked my way out some of that, but the surface lock should work fine with “show end result” now (update in attachments).

I recently took a brief look in max sdk and even though I have zero c++ experience I didn’t find it nearly as daunting as people here often imply. I even managed to create functional maxscript extensions and the speed difference is indeed pretty cool.

One thing I’ve always wanted to do is conform objects on polymeshes without destroying their integrity and I’ve tried skinwrapping (works, but cumbersome) and all kinds of funky raytrace/pathdeform kind of systems, but a while ago I thought, why not just map it like texture. Heh, too simple. Attached an image of this. The original horn was done using tiled displacement, but took ages to render. Complex shapes like that, I’ve found, are massively simpler to model on a plane than full 3d and I’ve only used it several times, but it has already saved me lots of headache. Not posting that yet though, cause it’s slow and picky.

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