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ImpressObjects: a new plugin to squish two objects against each other
show user profile  Malkalypse
ImpressObjects is a plugin for 3ds Max that allows two intersecting meshes to be pressed against one another so that their respective vertices do not overlap.



The free version of ImpressObjects can be downloaded here:http://versatileartist.com/ImpressObjects_Free.zip

HOW TO USE:
1) Use the "Select Node A" and "Select Node B" pickbuttons to choose two overlapping meshes.
2) Press the "Create Target" button to create a target helper. This determines the directions in which intersecting vertices will be moved.
3) Adjust the target helper as desired.
4) Click "Impress".

FEATURES:
- Non-destructive to mesh topology
- Unlike boolean operations, ImpressObjects does not cut through the geometry, allowing the resulting meshes to be used in morph animations.



Fast and easy to use
- Select two nodes, create and position a target helper, and click a button for immediate results*
- If you don't like how it turned out, just hit undo, adjust the settings, and try again.
- ImpressObjects creates standard editable mesh objects that can be distributed, exported, or converted to other formats without hassle.



Set the comparative "hardness" of each mesh
- Two meshes may be used to impress upon each other equally, one entirely on the other, or anywhere in between.



Fine tune the intersection
- Control the manner in which the intersection is checked. Use a point, line, or plane to generate intersect reference coordinates.
- Decide how close your mesh surfaces are allowed to be using buffer objects. Increase the buffer values to prevent intersection of low poly geometry, or decrease them for a seamless fit.



read 510 times
5/27/2016 11:42:00 PM (last edit: 5/27/2016 11:42:00 PM)
show user profile  Garp
Excellent!




read 497 times
5/28/2016 1:31:06 AM (last edit: 5/28/2016 1:31:06 AM)
show user profile  FX
I'm not impressed, crashes like an ocean wave in Max 2016.

I've tried it numerous time, when you undo and repeat the process max crashes.
read 496 times
5/28/2016 1:50:42 AM (last edit: 5/28/2016 2:11:36 AM)
show user profile  Malkalypse
Sorry FX, that's the first thing on my list of things to get patched. The Maxscript version was a lot more stable, but it was just too slow, so I decided to take a crack at the SDK. It's a steep learning curve, but I'll get it sorted as quickly as I can!
read 481 times
5/28/2016 4:48:42 AM (last edit: 5/28/2016 4:48:42 AM)
show user profile  FX
No worries, I can barely make Max say hello world :) this has great potential, it's a very quick way of deforming one mesh with another, but less faff than setting up a volume select system.

Do you plan on adding animation support ?
read 469 times
5/28/2016 7:46:21 AM (last edit: 5/28/2016 7:46:21 AM)
show user profile  gogodr
havent used it yet, but I am guessing you can always just make yoru animation first, then on the collisions that you want to calculate, make target meshes and animate the deformations by states.

I do agree that a more automatic appoach would be nice.

If I were the developer this is the way I would do it:
an extra button to calculate animations and a number for the animation subdivision.
I dont really remember if you have a limit of meshes for target mesh animation, but I think you donĀ“t.

I would snap a state each X frames and make interpolations from each state to the next.
a perfect animation being one done with a calculation for each frame. a half decent one could be one with a 15 frames gap.

Hello there

beautiful ;3


read 466 times
5/28/2016 7:49:05 AM (last edit: 5/28/2016 7:54:39 AM)
show user profile  Malkalypse
Hey FX,

In order, the things I plan to work on are:
1) Fixing the undo/redo stability issues
2) Adding support for an edit mesh modifier (so that mesh changes can be added without flattening the stack)
3) Support for animated vertices

----
EDIT: In the meantime, a way around the limitation is to make snapshot meshes, perform the impress for several frames, and then use the snapshots as targets for a morpher modifier on the original mesh.
----

I created the prototype for ImpressObjects in Maxscript, but certain operations can be done literally hundreds of times faster in C++ so I decided it was worth it to try and learn.

By the way - if anyone can please let me know if they are experiencing crashes in versions other than 2016, I would appreciate it. I thought I had gotten it to a point where the only issue was that undo/redo would occasionally stop working, so I was a bit crushed to hear that crashes are still occurring. I'm working on a computer from 2009, and Max 2016 takes about 5 minutes just to open, so I haven't done a tremendous amount of testing with it. >_<
read 462 times
5/28/2016 8:14:38 AM (last edit: 5/28/2016 8:19:49 AM)
show user profile  3Ddeath
Ah Booleans... the endless search for the 1 click ez button continues ;)

Its pretty hard to beat zbrush for this as you have the limitless flexibility to do more with it, the trick is just accepting that retopo work will be required after.


Granted... this can have its uses in specific cases and is very neat


Portfolio Site
read 429 times
5/28/2016 8:19:24 PM (last edit: 5/28/2016 8:20:24 PM)
show user profile  Malkalypse
Currently working on some stability issues that I thought I had wrapped up.. once I have, I think this will be as close to an "ez button" for this sort of thing as you can get.

I recently had a project which involved quite a lot of separate parts which all had to fit together properly in a tight space. That was what gave me the idea for this plugin, and I have found it useful enough that I decided it would be worth putting out there.

It's not intended as a replacement for booleans, there are cases where a boolean is what you definitel want to use. But, there are also cases where a boolean will wreck a mesh where you need to keep the topology intact.
read 419 times
5/29/2016 12:09:15 AM (last edit: 5/29/2016 12:09:15 AM)
show user profile  Malkalypse
Version 1.0.1:
- Fixed a major stability issue which resulted in 3ds Max crashing during undo/redo actions
- Fixed several additional stability issues

Just before releasing version 1.0 I made some small changes to the code to improve its efficiency. Soon afterward it was brought to my attention that this had re-opened an issue that I had previously fixed. In hindsight, I should have done another round of tests before releasing ImpressObjects into the wild. Mea culpa.

I have managed to get the undo/redo sequencing working properly once again, and fixed several additional bugs. In addition, the plugin should run slightly faster overall.

I have replaced the free and full versions at the existing links. As is always my policy, anyone who purchases the full version will be sent updated files if any further issues are found.
read 303 times
6/4/2016 12:30:05 AM (last edit: 6/4/2016 12:30:05 AM)
show user profile  ccampbell
Excited to try - thanks for sharing, nice wokr!




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



read 285 times
6/4/2016 7:59:09 AM (last edit: 6/4/2016 7:59:09 AM)
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