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spline direction issues


nildoe

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Hi Eduard,

 

I have a VERY SPECIFIC TREE that i have to model..and I have splines that Id like to use as modeling bases for the trunk branches etc...is there a way to make growfx follow the splines specifically? i mean not making interpolations or anything...something like an "extrude" along splines and then using meta mesh to connect all the extruded cylinders?

 

please show me a tutorial on this :(...basically i wanna make the tree using splines because i feel i have better control when it comes to making the shape of the tree...

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Please see attached screenshot..

 

I was able to "do it" by adding one spline at a time and have them control EACH branch, i dont know if there's an easier way to do it..but even this, there are some splines that are NOT followed correctly..if you see in this example no matter what spinner I dial i cant get growfx to followthe splines that are being used to control it...All i get is an approximation of its position.

post-45-0-09103300-1497946438_thumb.jpg

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Hi nildoe,

 

If you want your branch to exactly duplicate the spline, you need the start vector of the branch (on the trunk) to exactly match the spline pivot.
Ie if your trunk changes its direction, then you don't know exactly how your branch will be directed, so the spline doesn't match. If the trunk is straight, then there will be no problem.
Please see my example:
 
post-3-0-25758000-1497992590_thumb.png
 
Max file: SplineDir_1.max
 
Thanks!
 
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Hi Eduard..How about this solution? see max file attached...

 

Im trying to simply workflow and by using points as distributors and then having splines to drive direction, even if the BRANCH is not oriented properly i can just rotate the growfx POINT to align..works perfectly, problem is that if u move the main growfx node, the points are not linked to it...BUT if i link ALL Helpers (including grow fx main node) to a POINT MAX OBJECT (MOVE ALL point object in this scene) i can have what i need...:), would this cause any issues down the line in terms of speed and crashing etc?

 

I was really hoping for a different workflow, where the branches (in this scene) would be derived from a spline that has more then one spline attached and then having that drive the final result..but grow fx only recognizes splines that have ONE spline...so Im forced to created 2 independent splines if i want 2 branches, and still have the freedom to change final look by editing these splines individually...

 

is there another way?

 

max2017 btw.

t.max

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Hi nildoe,
 

Hi Eduard..How about this solution? see max file attached...
 
Im trying to simply workflow and by using points as distributors and then having splines to drive direction, even if the BRANCH is not oriented properly i can just rotate the growfx POINT to align..works perfectly, problem is that if u move the main growfx node, the points are not linked to it...BUT if i link ALL Helpers (including grow fx main node) to a POINT MAX OBJECT (MOVE ALL point object in this scene) i can have what i need... :), would this cause any issues down the line in terms of speed and crashing etc?

 
I think there will be no problems with this solution.
 

I was really hoping for a different workflow, where the branches (in this scene) would be derived from a spline that has more then one spline attached and then having that drive the final result..but grow fx only recognizes splines that have ONE spline...so Im forced to created 2 independent splines if i want 2 branches, and still have the freedom to change final look by editing these splines individually...
 
is there another way?


At the moment no another way, but in the future we want to implement the hand drawing tool, and maybe to add path editing via control points, like splines.

Thanks!

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