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View Full Version : Somewhat advanced question about instanced objects in 3D Studio Max - can it be done?


KaiserAdler
05-17-2010, 09:37 PM
Hi!

A question about instanced objects in 3D Studio Max.Is more like a question - can it be done?
I have object A wich is a buckle that I will manually wrap around an ankle (I preffer to move vertexes manually,

instead of using bend, since the ankle is quite irregular in shape).Then I have object B, wich is an instance of A

and is the original buckle - straight and flat, not wrapped.
And this is what I want - object B's modifications are affecting object A, but object A's modifications do not affect object B.So, if I move vertexes on object A, the vertexes on object B won't move, but if I make a hole in object B, the hole will appear on object A.
Actually I want to do this, because bending the buckle with the holes already made can easily become a mess.I also

tried an FFD modifier to bend the buckle with the holes in it, but not very usefull in wrapping the buckle around

the ankle, so I am looking for a more elegant solution.Can it be done?
Thank you in advance!

Best regards!

gjpetch
05-18-2010, 12:33 AM
I'd say make object A a "reference" of object B rather than an "instance". That way you can apply modiefiers to A to make it bend without bending B, yet edits to B will effect both models.

Piflik
05-18-2010, 02:32 PM
Nope...not possible...at least not, as long as you want to wrap the buckle around the ankle manually...you can use a reference and add an edit Poly Modifier on top of the separator, to wrap it around by hand, and then modify the original, but only to some extend. As soon as you change the vertex order of the basemesh (like cutting new edges or creating holes...you can create holes by just deleting single polygons, but no extrusion or anything else that adds or removes vertices), the edit Poly Modifier on top will not work correctly. If you work parametrically, like making the wrap with Modifiers (I'd suggest a Path Deform WSM...if you insist on making it completely by hand, you can use multiple Vol.Select + XForm Modifiers, but I am sure you wouldn't want that...I certainly don't...), you can use a Reference, but then again you won't really need to...

KaiserAdler
05-18-2010, 06:03 PM
I have followed your advice and is not working.What am I doing wrong?
I have obj A with a mesh smooth and edit poly modifiers.If I make a refference obj B to it, both modifiers are copied and now are in bold on both objects.There is no difference whatsoever between the two.If I modify obj A, obj B is modified.If I modify obj B, obj A is modified too.If I add another edit poly modifier to obj B (the refference), that modifier is also added to obj A, both in bold again.
So no matter what I do to one of them, it is mirrored onto the other.I simply canot separate the two, they seem identical.Is there any option that has to be checked somewhere else, in order for what you said to work?
Also, I have tried this with an instance.Again no difference between the three.It doesn't matter where and what I add, it is mirrored in indentical fashion on all three.What am I doing wrong?
Thank you in advance!

Best regards!

KaiserAdler
05-18-2010, 06:07 PM
I have seen where I was making the mistake - I was adding new modifier below the top bar of the refference.

My only option here is to add the holes first, then wrap around, either with FDD or manually?
If yes, how would you do it in my place, so for a complex buckle to be able to also bend it correctly around an almost circular ankle and also keep it clean.

Piflik
05-18-2010, 11:54 PM
As I said...Path Deform (WSM)...select an edgeloop around the ankle and create a Spline from that selection. Then use it as Path in a Path Deform Modifier.

KaiserAdler
05-21-2010, 10:34 AM
Thank you! Very useful!

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