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Guitar WIP
show user profile  Paunescudanutz
I started working on an acoustic guitar, and I thought it would be cool to fool around with MaxScript as well, I want to create my guitar frets using maxscript and I have a small problem.

I made a small test code:
for j=1 to 20 do
box1 = copy $mybox
box1.pos = [j*2,0,0] -- j*2 is just for testing, i know that's not the actual distance between frets

the problem is that the distance between my objects is the same, but " j " changes at each step, shouldn't that result in higher and higher number for my x coord?


<---~( Daniel )~--->

read 1374 times
2/4/2011 2:52:59 PM (last edit: 2/4/2011 2:52:59 PM)
show user profile  horizon
If the distance between the objects is the same, each one HAS a higher number for the X coord linearly. If the number remained the same, the objects would all be in one place.

What you need is to make the distance grow in a non linear way.

read 1363 times
2/4/2011 3:07:31 PM (last edit: 2/4/2011 3:07:31 PM)
show user profile  LionDebt
That's cheating. I created my frets manually and painstakingly aligned each one to the reference image.:)

One day I'll learn MaxScript - seem's more or less logical, so shouldn't be too difficult!

Edit: I would have thought that the Array tool had some sort of incremental increase option - evidently not!

read 1357 times
2/4/2011 3:10:37 PM (last edit: 2/4/2011 3:15:50 PM)
show user profile  Nik Clark
Your code works fine here. The 2 is a little on the small side for distance between stuff.

read 1355 times
2/4/2011 3:11:46 PM (last edit: 2/4/2011 3:11:46 PM)
show user profile  Paunescudanutz
@Nik Clark: Dunno, if I plug in any other number instead of 2 the distance is still the same.
@horizon: Could you give me an example of the "non linear way"?
@LionDebt: hehe cheating is cool, specially when its part of the game >:)
I wanted to get as close to my real life guitar as possible so i had 2 options:
1) make a texture with cool dust effect
2) wash my guitar in real life :D

..And this is how i washed my guitar, its lighter now.


<---~( Daniel )~--->

read 1343 times
2/4/2011 3:29:00 PM (last edit: 2/4/2011 3:29:00 PM)
show user profile  horizon
Your are multiplying your increment counter by 2, nothing more.
So the X coordinates for the objecst increment like this:

2 units between each is the same amount.

Now if you put j to the power of 2, that would create this
Now the distances are not the same, the distance increases with each loop.

Now you need to figure out how the guitar frets are aranged. Read here:

So you subtract the last offset from the whole neck lenght and divide by 18 to get the next fret.

read 1333 times
2/4/2011 3:38:41 PM (last edit: 2/4/2011 3:42:27 PM)
show user profile  Paunescudanutz
ahh i get it... 10x a lot


<---~( Daniel )~--->

read 1330 times
2/4/2011 3:40:29 PM (last edit: 2/4/2011 3:40:29 PM)
show user profile  Paunescudanutz
Your link helped me a lot Horizon, thanks man!

Now I finished modeling all of my elements for the guitar (except strings) and I got a question, what is the pro way to go? attach all objects into 1 or let them as multiple objects? If attach all of them i have to collapse my edit poly stacks coz not all elements need smoothing/symmetry, but yet again, 1 object means 1 material, so how should i go?


<---~( Daniel )~--->

read 1295 times
2/4/2011 8:22:45 PM (last edit: 2/4/2011 8:22:45 PM)
show user profile  LionDebt
Someone told me that they hoped my strings were 'mapped' as opposed to actually modelled. (Handelo, I believe). I created my strings using splines which I made renderable and then converted them to e-poly so that I could adjust the location of the tuning bits while keeping the strings 'attached'.

read 1288 times
2/4/2011 8:43:22 PM (last edit: 2/4/2011 8:43:22 PM)
show user profile  Paunescudanutz
I intend to do the strings the same way, tomorrow maybe


<---~( Daniel )~--->

read 1284 times
2/4/2011 8:47:47 PM (last edit: 2/4/2011 8:47:47 PM)
show user profile  LionDebt
It did more than quadruple my poly count. Be warned :) If there is another less poly-intensive method of creating strings at such detail I'd love to hear it.
read 1280 times
2/4/2011 8:57:26 PM (last edit: 2/4/2011 8:57:26 PM)
show user profile  Paunescudanutz
I'll keep strings low poly for now, I wouldn't really like my strings to have more polygons than the rest of the guitar


<---~( Daniel )~--->

read 1273 times
2/4/2011 9:03:38 PM (last edit: 2/4/2011 9:03:38 PM)
show user profile  Paunescudanutz
I present guitar.
Its a 12 string guitar, bought by my father in 1984.


<---~( Daniel )~--->

read 1263 times
2/4/2011 9:56:49 PM (last edit: 2/4/2011 9:58:18 PM)
show user profile  ScotlandDave
Looks good, nice job on the pegs and mechanisms there ( should be screws tho i think not just pins ).

Should the neck taper as drastically though? Possibly the headstock should be wider too, as well as the pegs on the bridge ( where the stings go into ) spaced wider and bridge itself too large.

Last thing - no scratch-plate?

After that, materials and lighting :)

Website | Blog | Contact | Vimeo

read 1260 times
2/4/2011 10:03:01 PM (last edit: 2/4/2011 10:03:32 PM)
show user profile  Nik Clark
Very nice. You've done a good job there.

read 1254 times
2/4/2011 10:06:38 PM (last edit: 2/4/2011 10:06:38 PM)
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