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is this possible?
I've lofted a circle along this curved spline, and I want the geometry (face rings) to all have the same dimensions (on the yellow curve). can this be done automatically?
- Mike Sawicki
read 462 times
10/5/2011 6:50:32 AM (last edit: 10/5/2011 7:00:18 AM)
i know its a simple button click in maya... anyone know of a way to do it in max?
- Mike Sawicki
read 429 times
10/5/2011 6:03:18 PM (last edit: 10/5/2011 6:03:18 PM)
I simply dont understand your question. Sorry.
I will point out though that the lack of 'smoothness' is due to too few path steps/shape steps.
read 420 times
10/5/2011 6:19:52 PM (last edit: 10/5/2011 6:19:52 PM)
I am assuming you use a profile then lofted it along a line path?
Why not just use a renderable spline instead and then normalize it's segments? I am assuming that is what you mean.
read 407 times
10/5/2011 6:32:46 PM (last edit: 10/5/2011 6:32:46 PM)
I don't really understand the question either but try a normalize spline modifier on the spline.
read 406 times
10/5/2011 6:32:57 PM (last edit: 10/5/2011 6:32:57 PM)
he wants equal distances between the path steps Jimbo, even i got that :]
read 404 times
10/5/2011 6:34:03 PM (last edit: 10/5/2011 6:34:03 PM)
The interpolation can be changed in the loft settings, but how it's distributed will depend on how the vertices on the spline are distributed.
On the side note, you don't need to loft a circle for that. Simply create your spline and check both viewport and render checkboxes in the rendering rollout
read 403 times
10/5/2011 6:34:14 PM (last edit: 10/5/2011 6:34:14 PM)
Good point Horizon! Still probably want a normalize spline modifier and uncheck optimize in the spline rollout.
read 400 times
10/5/2011 6:37:22 PM (last edit: 10/5/2011 6:37:22 PM)
that normalize spline mod got me the closest resault, thanks much
- Mike Sawicki
read 371 times
10/5/2011 7:16:11 PM (last edit: 10/5/2011 7:16:11 PM)
Read it and weep bitches!
read 364 times
10/5/2011 7:19:57 PM (last edit: 10/5/2011 7:19:57 PM)
*coughs at BishBashRoss and points up* :P
read 350 times
10/5/2011 8:50:02 PM (last edit: 10/5/2011 8:50:02 PM)
If you don't need it to be exact, you can divide the edges and eyeball the lengths. Then set all the verts to corner and make the spline renderable.
read 332 times
10/6/2011 2:19:34 AM (last edit: 10/6/2011 2:19:34 AM)
speaking of simple button click and maya...
is there a way to rotate edges/quads in max? easier than cutting and deleting them?
read 325 times
10/6/2011 2:53:57 AM (last edit: 10/6/2011 2:53:57 AM)
You mean turn edges? It's in edit poly rollout
read 318 times
10/6/2011 3:43:38 AM (last edit: 10/6/2011 3:43:38 AM)
Damn you Coxy!!! I shall have my revenge!
read 295 times
10/6/2011 2:57:56 PM (last edit: 10/6/2011 2:57:56 PM)
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