i saw that a lot of people have visited this thread.
is there nobody with some ideas or tips to improve the script?
just give me some hints how to make it update automatically, without reassigning the modifiers.
is it possible to write a scripted modifier, that does the same?
if yes, just give me some basic informations about how.
i have posted the same script on the discreet board in the maxscript section too. there it is available as a macroscript and the code has bracket offsets (i hope this makes it easier to read it).
damn… i dont have any knowlidge of scripting what so ever
but maybe i have some solution… or something to give you an idear… if it really isnt possible to get it the lightwave way
could ther be set some copy… in the smoothed one…that you cant see… so when you click the vertexes you… just move the unsmoothed mesh…but you dont see that mesh
than ther is a prob… when you smooth… the mesh always gets smaller… but i think… that is always the same value of scalling that ocures when adding a mesmooth… so let the base object scale… in some way…
make the vertexes just visible in edit poly… and the edges never displayed… only wen you select one… that it gets vissible… because the edge is at the same place as it is on the smoothed one…
thats why the base mesh has to be invisible and scaled… so it fits the smoothed one… as far as it is possible…
i have one request… dont understand a damn thing of the script part…could you put it in a script file…so i can drop it in my max…and have a look ?
you have done a great thing!!!..
you have blown away discreet
Ivo, just copy/paste it into notepad and save it as an .mcr then you can drag it into max.
then you can follow proteus’s directions to add this to your ui…
open the script with the max scripteditor and add some lines at the top of the script:
macroscript Smoothwire
category:“Smoothwire”
tooltip:“Smoothwire”
– Icon:#(“SW”,1) – no icon at the moment will do that
save it with the file-extension .mcr in ui/macroscripts.
next time you start max it will be available.
If you read this entire thread the guys here show you how to get it into max, he dosen’t need to post an .mcr file for you when you can do it yourself in less than a minute
First: the script looks great :), but i dont know anything about scripting so i cant make any sugesstions on improvments…
I would like to se another script that i think is in lightwave…
its a sphere but its not included i max…
You can make the sphere by making a box and then meshsmooth it twice.
What i would like to see is a script that can make this sphere where i can change the radius and the number of subdivisions without making it in steps… first the box then meshsmooth…
as the meshsmooth makes the box lenght smaller a sphere with a radius of 50 is bigger than a box with a length of 50 with meshsmooth applied… i think its bigger even with a lenght of 100…
Hmmm. Well there are a few ways you could try to make spheres similar to this, without needing scripts. As long as you want a sphere, that is.
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Create a sphere primitive, increasing the segments.
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Create a box primitive, add Meshsmooth, add Push.
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Create a sphere primitive, increase segments, add a Spherify modifier.
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Create a sphere primitive, convert to NURBS (or patches), increase subdivs.
Maybe you’re thinking of more than just a sphere tho. Stab in the dark here…
Im gonna try to explain more i detail what i mean Posm…
When im modelling im always modelling low poly, and then later on subdivide it with meshsmooth, nothing special here.
If i want to have a round end of my mesh the most common way is to use the standard primitive sphere. But as they generate polygons with only 3 points i try to avoid them.
Geospheres has to many faces to begin with so they aren’t that useful at all.
What i have found to be most useful is creating a box with 1 lenght, hight and width segment and then meshsmooth it.
This will give me a good sphere that looks the same att all x and y directions. The problem with doing this is that you dont get a perfect radius kontroll as you are basicly converting a box into a sphere…
What i would like to see is a script that adds this box sphere as a new primitive there i can select the radius the box will have when it have been subdivided… I would also want do decide how many subdivisions the sphere will have…
I post it here cause i think this primitive is already implemented in lightwave and as we were talking about lightwave scripts to max i though i could just post my ideas here…
this is what i mean:
red: standard sphere
blue: box with meshsmooth
green: geosphere
Wouldn’t be too hard to script this I imagine.
- Create a cube, give it a few segments.
- Add a Spherify modifier.
- Add a Smooth modifier, give 1 smoothing group.
A few clicks too many. A script might put a nice GUI on it, let you choose radius (cube height/2), number of divisions (cube L segs/W segs/H segs), add the spherify/smoothing for you.
Besides, this gives me a perfect sphere, whereas MeshSmooth gives me a flat-ish one.
Really great script!
That style of modelling is one of the things i love most in XSI (I´m a MAX and XSI user).
It would be so cool that ends in something fast and smooth
GREAT WORK and Thanks for sharing!
Have you posted on discreet script forum, I think that there you can get more help.
http://support.discreet.com/webboard/wbpx.dll/~3dsmax
Originally posted by posm
[B]Wouldn’t be too hard to script this I imagine.
- Create a cube, give it a few segments.
- Add a Spherify modifier.
- Add a Smooth modifier, give 1 smoothing group.
A few clicks too many. A script might put a nice GUI on it, let you choose radius (cube height/2), number of divisions (cube L segs/W segs/H segs), add the spherify/smoothing for you.
Besides, this gives me a perfect sphere, whereas MeshSmooth gives me a flat-ish one. [/B]
Your right, making the sphere your way makes the sphere more round and easyer to controll the length and subdivisions…
Would you mind helping me by making a script like that, with ui and all… as i said before i cant script and you said yourself that the script wouldn’t be to hard to make…