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Old 05-20-2013, 09:51 PM   #16
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because scripted modifier doesn't have a build mesh mechanism. the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance. make a Pick button to get a object to be used as clone
 
Old 05-20-2013, 10:47 PM   #17
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Quote:
Originally Posted by denisT
because scripted modifier doesn't have a build mesh mechanism. the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance. make a Pick button to get a object to be used as clone

Ok. I will try that tomorow. I thought it was possible to do it because when you assign modifier to a object, it automatically becomes mash. Then using meshOp methods we can create/copy polygons/elements. Anyway thanks for advice.
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Old 05-21-2013, 12:40 AM   #18
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Quote:
Originally Posted by denisT
the best what i see is to write scripted primitive like my Chimney, but use defined mesh instance.

it works pretty well. i will try to have time to make a sample plugin.
 
Old 05-21-2013, 09:07 PM   #19
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Quote:
Originally Posted by gazybara
How write simple cloner modifier using only mxs, something similar to Mograph Cloner inside Cinema 4D. This VIDEO explains basic usage of cloner.
I'm interesting only for Linear, Radial and Grid mode.

does anyone have any samples or ideas about cool spacing patterns?
 
Old 05-21-2013, 09:10 PM   #20
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Quote:
Originally Posted by denisT
does anyone have any samples or ideas about cool spacing patterns?

How about this
Code:
delete objects function tree currentHeight maxHeight parentbox:undefined branchingChance:0.15 = ( firstbox = undefined for i = currentHeight to maxHeight do ( newbox = Box() if firstbox == undefined do (firstbox = newbox) if parentbox != undefined do ( newbox.parent = parentbox in coordsys parent (newbox.scale = [0.95, 0.95, 0.95] ; newbox.pos = [0, 0, 30]) about newbox.parent rotate newbox (eulerAngles (random -10.0 10.0) (random -10.0 10.0) (random -10.0 10.0)) if (random 0.0 1.0) <= branchingChance then ( branchbox = tree i maxHeight parentbox:newbox about newbox rotate branchbox (eulerAngles (random -45.0 45.0) (random -45.0 45.0) (random -180.0 180.0)) ) ) parentbox = newbox ) firstbox ) function animateTree treeBox currentFrame:0 frameIncrement:3 = ( for i = 1 to treeBox.children.count do ( nextFrame = currentFrame + frameIncrement animateTree treeBox.children[i] currentFrame:nextFrame ) endScale = treeBox.scale with animate on ( at time 0 treeBox.scale = [0,0,0] at time currentFrame treeBox.scale = endScale ) ) myTree = tree 0 25 branchingChance:0.25 animateTree myTree
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Old 05-21-2013, 09:37 PM   #21
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I was watching all day this code and try to figure out how to make simple object plugin. And you post the right question in the right time . It's interesting voxalize forms can be produced like reefs corals, see urchin or see star.
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Old 05-22-2013, 05:05 PM   #22
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Old 05-22-2013, 05:21 PM   #23
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Quote:
Originally Posted by denisT

I must admit it's very cool. Which will be right exp for voxel tree code that I posted yesterday.
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Old 05-22-2013, 05:21 PM   #24
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