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link an object to a vertex
show user profile  nukewinter
How can I link an object to a single vertex?(ring to a finger, shoe to a foot) everything I have seen at sub-object level is vertex to object, for animation.

Attaching the object to the base mesh is not an option for what I am doing.
read 752 times
5/22/2013 3:14:51 PM (last edit: 5/22/2013 3:14:51 PM)
show user profile  herfst1
Create a dummy object and align it to the vertex. Now link the dummy to the mesh - then link your ring (or whatever) to the dummy.
read 751 times
5/22/2013 3:16:39 PM (last edit: 5/22/2013 3:16:39 PM)
show user profile  marktsang
you could use an atachement constraint and pick a point on the face very close to the vertex.

or you could use a script controller and get the relevent vertex postion
read 746 times
5/22/2013 3:50:48 PM (last edit: 5/22/2013 4:47:43 PM)
show user profile  FX
Can I highjack this and ask ( because it's something I never quite figured out, and ended up using the "hose" for animated cables)..Is it possible to link an object at vertex level and react to the hose movement.?
The hose reacted how I wanted it to, but it's shape is very limiting.....

Here's what I ended up using,......

But I wanted a combination of straight and curly in the cable, like this ......

Image Hosted by

I tried tweaking the segments and cycles of the hose, and could only fake the curls which looked crap with a shiny reflective material applied.
Ideally I'd like to have been able to model it accurately, and then have it linked and react to the hose.

Apologies for the highjack but maybe the response will be relevant to the OP's question. I'm probably not going to revisit this, but it annoyed me that I couldn't figure out a way to do it.:)

read 734 times
5/22/2013 4:42:27 PM (last edit: 5/22/2013 4:49:31 PM)
show user profile  marktsang
whats the question fx?

you want the cables to act as they do in the vid but look like the cable in the picture?
or something else?
read 727 times
5/22/2013 4:48:59 PM (last edit: 5/22/2013 4:48:59 PM)
show user profile  FX
Yes, I was just editing the post (no preview mode ;))....model it accurately and have it react to the hose movements.

read 724 times
5/22/2013 4:51:51 PM (last edit: 5/22/2013 4:51:51 PM)
show user profile  marktsang
if the current hose is a spline you could create a helix and path deform it to the spline and then skinwrap it to the spline

if its poly you could always create a spline from an edge loop to get it to a spline

if that what you want ?
read 720 times
5/22/2013 4:57:18 PM (last edit: 5/22/2013 4:57:18 PM)
show user profile  FX
No the current cable is a hose, well actually two hoses for each cable, controlled by hidden control points attached to the head, spline and pelvis of the biped, I'm fine with the shape/modeling, it's the linking to the hose's reactions I couldn't figure out.
I tried skinwrapping to the hose, but it wouldn't react or conform to the hose movements.

It's not an area of Max I'm familiar with, so after a few hours of experimenting, searching for a solution and testing, I gave up and used with the default hoses.

I wanted the (modeled) cable to react at vertex level to the hose movement.
read 709 times
5/22/2013 5:20:25 PM (last edit: 5/22/2013 5:20:25 PM)
show user profile  marktsang
i think im confused by your terminology

what do you mean by "hose" is it a poly object a spline shape or procedural obejct?
and what type of obejct is the actaul cable that is being rendered?

is the hose the rendered object?

read 704 times
5/22/2013 5:26:21 PM (last edit: 5/22/2013 5:26:21 PM)
show user profile  FX
It's an extended primitive so I guess that qualifies it as a poly object.
I can path deform to a spline shape, but couldn't find a way to link the spline verts to the hose verts and follow the animation.

Would some screens help ?

EDIT: Yes the hose is the rendered object.

read 698 times
5/22/2013 5:34:31 PM (last edit: 5/22/2013 5:35:35 PM)
show user profile  marktsang
if you want to save a simplified version of the scene in max 2010 version i could take a look at it for you - seem hard to know whats going on without seeing

read 695 times
5/22/2013 5:36:39 PM (last edit: 5/22/2013 5:36:39 PM)
show user profile  FX
Sure, I can strip the scene down and post it later, thanks for looking.

I didn't even know the hose primitive was there until I started searching for a method a few months ago, there's probably a much easier way of doing this, but that's what I always think when learning with Google. :)

read 684 times
5/22/2013 5:44:21 PM (last edit: 5/22/2013 5:44:21 PM)
show user profile  toldaddy
@nuke - if you're trying to attach a ring to a finger, or a shoe to a foot you should probably be attaching to the bone, rather than the verts. At any rate here is a little tut explaining what markstang suggested.


read 676 times
5/22/2013 5:53:06 PM (last edit: 5/22/2013 5:53:06 PM)
show user profile  FX
@ Mark.....Here's the scene...


thanks again for looking, I'm open to suggestions if there's a better way to do this.

read 658 times
5/22/2013 7:42:41 PM (last edit: 5/23/2013 12:17:05 AM)
show user profile  marktsang
is this what you want fx?

added edit poly to the hose
i created a spline from an edge loop
created a helix and made renderable
did reset xfom on the spline
added a path deform to the helix and picked the spline - clicked move to shape
collapsed the stack of the helix after editing the paramaters
added a skin wrap to the helix and picked the hose (with edit poly on top of stack)

or is it something else you are looking for?
read 644 times
5/22/2013 8:13:36 PM (last edit: 5/22/2013 8:17:42 PM)
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