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  04 April 2013
Originally Posted by denisT: do you want a real fun and challenge? write new Rollout Creator. make it smarter, more robust, and being able to support dotnet controls.

Denis, I think this is the best idea for now.
Also it would be nice to create Parquet Flooring Tool (like floorGenerator) that will produce patterns like this
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  04 April 2013
Originally Posted by denisT: do you have any idea about its cool using? the thing has to be generally useful i guess...


Yeah a couple things off the top of my head. Building things like roads where you have different profiles along the ditches or maybe the road widens ect. Probably also be useful for building terrain from maybe autocad splines. Also for a way of stitching geometry together.

Say you have some usgs terrain and you want to model a road through it. You could cut out the section from the usgs model build your road and then sweep a profile with one edge being the road and the other edge being the cutout edge of the terrain if this make sense.
 
  04 April 2013
Thanks for that tip Dennis.

I got it working as a Custom XView Type. But now I need to make it faster. There's a 1/2 second delay or something when processing/finding UV Island Borders.
 
  04 April 2013

In bigger idea, I think we need to split 3dsmax to some subsoftware’s:


- Animation


- VFX


- Visualization


- 2D Animations (Cutout)


- ...



And make separate version of 3dsmax for each of them. Ihave been already done this for cutout animations (3dCutout).we can dothis by removing unused tools, updating existing tools and make new tools.




3dsmax is composed of many usable and unusable tools, weneed to remove them first! who makes animations by CAT? they really makes theiranimations just by walk cycle? we need to know what really users want.

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  04 April 2013
Originally Posted by Kickflipkid687: I got it working as a Custom XView Type. But now I need to make it faster. There's a 1/2 second delay or something when processing/finding UV Island Borders.

how many faces in the object? how do you search for open map edges? i have ~30ms for 10,000 faces mesh
 
  04 April 2013
Originally Posted by denisT: how many faces in the object? how do you search for open map edges? i have ~30ms for 10,000 faces mesh


I am going off an Example on how to Split a Mesh by UV Elements. It's using the


meshop.getMapVertsUsingMapFace
meshop.getMapFacesUsingMapVert
 


I did a test, my code runs on an EditableMesh in 0.1 seconds, vs 0.4 or higher on EditablePoly.
But I need to run this on an EditablePoly.

This is just on a simple Teapot.

Here's the main part of the code. Getting the Island Faces.


with undo off 
(
	local node  = selection[1]
	local nodeMesh = node.mesh
	local islandArray = #()
	local faces = (nodeMesh.faces as BitArray)
	local app =  append 
	local find = findItem
	local getMapVertsFromFaces = meshop.getMapVertsUsingMapFace
	local getMapFacesFromVerts = meshop.getMapFacesUsingMapVert
	
	start = timeStamp()
	while ((faces as array).count > 0) do  
	(
		local cnt = 0
		local face_array = #((faces as array)[1])
		
		 --repeat until the counter is higher than the faces stored in the array
		 while cnt < face_array.count do 
		 (
			cnt += 1 --increase the counter
			 
			--get all map vertices used by the current map face in the collection array:
			theVerts = getMapVertsFromFaces nodeMesh 1 #(face_array[cnt])
			 
			--get all map faces used by these map vertices - 
			--this gives us all neighbours of the current map face
			theFaces = getMapFacesFromVerts nodeMesh 1 theVerts 
			 
			--make sure only unique faces are written to the array
			for f in theFaces where find face_array f == 0 do app face_array f
			--appendIfUnique face_array f
				
		 )--end while cnt
		 
		app islandArray face_array
		local tempFaces = face_array as BitArray
		faces -= tempFaces
	)
	end = timeStamp()
	format "Processing took % seconds\n" ((end - start) / 1000.0)
)
 
  04 April 2013
to show my code will be too easy
i will give some tips first...
meshop.getMapVertsUsingMapFace and meshop.getMapFacesUsingMapVertare are slow methods... both go through all faces/verts... use getmapface, it processes only one face.
it's #1

Last edited by denisT : 04 April 2013 at 09:06 PM.
 
  04 April 2013
Originally Posted by Kickflipkid687: I am going off an Example on how to Split a Mesh by UV Elements.

where did you get this sample?
 
  04 April 2013
Originally Posted by denisT: where did you get this sample?


From Autodesk, ha.

Quote: How to Develop AFace Area xView Checker - Part 1
 
  04 April 2013
actually i was asking about the 'split' sample... i've found it in the mxs. well... what can i say? not fastest method is shown
 
  04 April 2013
Originally Posted by denisT: to show my code will be too easy
i will give some tips first...
meshop.getMapVertsUsingMapFace and meshop.getMapFacesUsingMapVertare are slow methods... both go through all faces/verts... use getmapface, it processes only one face.
it's #1



Hm. I'm not sure I can figure it out that way. But, it seems like using that method, I'd get the face map verts, then compare the verts between faces to see if they share some, if they do, then group those together in an array?
 
  04 April 2013
The idea of creating a visual maxscript dialog creator with support of dotnet controls is a very cool idea.
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John A. Martini
JokerMartini@hotmail.com
www.JokerMartini.com
 
  04 April 2013
Originally Posted by JokerMartini: The idea of creating a visual maxscript dialog creator with support of dotnet controls is a very cool idea.


Now, that is an idea!
 
  04 April 2013
It would be nice to have node-based editor.
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http://3dcutout.com/
 
  04 April 2013
node based editor for doing what?
__________________
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JokerMartini@hotmail.com
www.JokerMartini.com
 
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