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Conform to Surface - mesh-2-mesh
show user profile  ccampbell

I was thinking of replicating the surf Deform for use in conforming polygonal geometry to other polygonal geometry. Ive been wanting to create a real time conforming tool for a while for work and i can see it would come in handy in sooo many un related scenarios and unfortunately there is no good way of doing this.

The compound > conform tool is a joke and you can only use surf Deform for conforming to nurbs and patch surfaces. Ideally you this would not use texture mapping coords.

-Rays?
-Generate patches conformal to the surface just under the object being projected? automatically using vertex data? of Wrap-to object and conform to patcches, deleting the patches when complete?

This could be a fun one! Any Thoughts?









$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 2440 times
9/25/2011 3:10:29 AM (last edit: 9/25/2011 3:19:22 AM)
show user profile  gogodr
I have a script that does that from the Tim scripts package
maybe you would be interested in it. give me a sec and I'll link it

here
http://www.hyperent.com/Hyp-Maxscripts.php
http://www.scriptspot.com/3ds-max/scripts/conform-wrap-ms
"This script will conform one mesh to the surface of another mesh or meshes. What the script does is shoot a ray from each verts positive and negative directions. It will do this with the taget mesh once then again with its' normals flipped. It will find which ray is the shortest then move that vert to that location.Once the mesh is conformed a morph modifier is added to the original mesh and the new conformed mesh is added as a target and the mesh is deleted. You can then collapse the mesh or delet the modifier then rerun the script. If the morph modifier already exists then a new target will be added to the existing morph modifier."

Hello there

beautiful ;3


read 2416 times
9/25/2011 11:50:09 AM (last edit: 9/25/2011 11:56:31 AM)
show user profile  ccampbell
Thats a really great set of tools but it seems that the wrap tools have the same issues as the other solutions if found

-When manifold objects are "wrapped" only the closest vertex points to the surface. cause a stretching effect on the mesh
-The object conforms as it should and then is made planear in the same pass.

the idea here would be to best conform a volumetric object to the surface and best maintain the objects initial volume. One example of this would be to create a patcch surface and deform to it. Align a mesh object(should have volume such as a Box) and apply the patch deform modifier to the mesh object. Modify Panel > move to object

(
select and drag object over wrap-to surf - alignes selected objects z axis to face normal below.

drop/mouse up shoots rays from objects lowest faces to surface of object and are then moved there. not before calculating the distance and angle of the vertex points nearest them.

position the points at the same distance and angle from the projecting faces and surrounding mesh once moved

just riffing..
)




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 2393 times
9/25/2011 11:03:35 PM (last edit: 9/25/2011 11:19:31 PM)
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