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[Closed] creating new primitive shapes

any way is it possible to create new primitives ???

13 Replies

You mean like box() ?

yes like the box, cylinder i want to create a new shape. HOW and WHY NOT???

 PEN

What are you after, can you be way more specific? Do you want to write your own geometry plugins of just make a box.

just type


box() 

in the listener window…or if you have arguments like the position, scale do


box name:"myBox" pos:[10,10,10]

just like the box, or any other primitive i want to create my own shape… like a teapot is unique primitive, is there a way to create a primitive of different shape… the idea is it cant be an editable mesh or editable poly, it has to be a primitive

Im sure maybe someone here will clarify but i think you will have to write a ms script and start it out like so:

plugin simpleObject yourobjectname
name:“yourobjectname”
classID:#(0x7b7c5748, 0x4e27ef3f)
–genClassID()
–#(63445,55332)

and end it like so?

)–tool create

)–plugin simpleObject yourobjectname

and place it it here
\stdplugs\stdscripts

your fellow Newb

 PEN

DigitalNeutrino is correct, you will have write your own scripted plugin. Lots of information in the help to get you started.

ok thanks for heads up guys… i will post back as soon as i have found something… when you say scripted plugin does it mean maxscript itself is not enough for it and I need the max SDK to do it ???

1 Reply
(@bobo)
Joined: 1 year ago

Posts: 0

No we don’t. Since Max 3, one can write plugins in pure MAXScript, or extend existing C++/SDK plugins with MAXScript UIs. Especially simple geometry plugins (where you can build your own meshes) and simple modifiers (where you can deform meshes in a gizmo space without changing topology the way Bend and Twist do) are rather simple to develop. They will be slightly slower than SDK plugins (“slightly” might mean orders of magnitude, but they are still usable for most cases) but so much faster to develop.

You could also try an old script of mine: Plug-O-Matic
http://scripts.breidt.net/#plugomatic

It will take an editable mesh and turn it into a new object type. Unfortunately, this does not work for shapes, as scripted shapes have very limited support in MAXScript, if I am not mistaken.

– MartinB

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