Jump to content


  • Posts

  • Joined

  • Last visited

TurtsMacGurts's Achievements


Newbie (1/14)



  1. Hi there, I'm using GFX 1.99 and testing out 2.0. I've been trying out the CreateSeparateSplines() command in 2.0 now. It seems to be working well, but is it possible to update this command (or make a new one?) to also maintain the hierarchy of all paths? It would be complex hierarchy for sure, but it'd be so much easier than recreating the hierarchy by hand -- which is crazy I know! The command currently creates a flat list of everything. Keeping the hierarchy would be super useful! Cheers, John
  2. Hi all, I'm looking at the Sandalwood tree example that includes growth from seedling to mature tree. With this example, the tree fully grows based off the "growthControl" path. That node has an animation curve which controls the speed of growth for the entire tree, and it grows linearly. All the paths in the tree inherit and grow based on the parent path (e.g. leaves grow from the branch, branch grows from the trunk, etc.) which is standard GFX workflow. However, I want to decouple the growth of the leaves from the growth of the tree, purely in terms of how *fast* the leaves grow in. I'm basically trying to simulate *seasons* of growth for the leaves. So the tree grows, leaves bloom, then they fall off (or disappear) and the tree stops growing. Then next Spring (or later in the timeline), the existing leaves bloom again, new leaves bloom as well, and the tree continues to grow, then the leaves disappear/detach during Fall. Repeat. Is there a way to do this seasonal regrowth of leaves? If anyone has any pointers, I would really appreciate it!
  3. Hi there, I'm trying to find a way to convert my path meshes to separate meshes. When I convert to Mesh/Poly, it keeps them all together. It would also be very ideal if the mesh transforms were all properly placed at the base of the mesh (similar to the Convert To Separate Splines) function. Anyone know of a way to do this? Thanks in advance! John
  4. I'm trying to get an existing GrowFX object and edit it using the commands here: https://exlevel.com/growfx-manual/MaxScript.html I realize there's a constructor, but that assumes I want to build a new object/paths. Is there a way to just use an existing object in the scene and modify it with MaxScript? (and sorry if this is a simple question, just learning programming!)
  5. Hi I’m looking at this thread where it looks like it is possible to export spline animation. Does anyone have more info on this? https://exlevel.com/forum/index.php?/topic/722-export-growing-splines/
  6. Is GrowFX capable of exporting with a consistent vertex order? I've gotten someone to do a test for me via Upwork, but it doesn't seem to be possible. The vertices change every frame. Can anyone confirm if this is true or possible to achieve?
  7. Interested in this as well! Was there ever a solution?
  8. I'm evaluating the software right now. I'm using the Orange Tree example. I have it growing, and I'd like to export to Alembic so I can bring it to Maya. However the "Convert to Mesh" checkbox is greyed out, and if I just try to export the whole thing without that to Alembic, it doesn't work. Is this a limitation or is there some other way to export the growth to Alembic?
  • Create New...