Select your preferred way to display the comments and click "Save settings" to activate your changes. Submitted by hannesdelbeke on Thu, Submitted by luxxeon on Tue, Sounds interesting Do you have any sample screenshots or video of the modifier in action? Comment viewing options Flat list - collapsed Flat list - expanded Threaded list - collapsed Threaded list - expanded.
Tagged With 3ds Max Script Tags angle arc bend curve direction free free maxscript game manager maxscript modifier modular User Interface. Bend works by calculating the required positions of the existing vertices - if there aren't enough the the bend won't be smooth at all and the ends won't end up where you expect them to.
Finally, if you bend it degrees you'll form a semi-circle viewed from the side. Imagine the centre line of the tube starting at the origin. You know half the circumference, it's the height of your tube, You'd have to work the maths backwards, starting from the required Radius to calculate the initial height of your tube.
Message 3 of 4. I tried both 45 and I have the units set to 2. This makes the grid the same as UDK. It is going to be a tunnel but I want some bends in it. I increased the height segments to Thanks for the tips.
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Bend just corners of a cylinder? Back to 3ds Max Category. Back to Topic Listing Previous Next. Clear All Animation Removes all keys and constraints from the biped. Mirror and Mirror In Place flyout This flyout offers two options.
Both options mirror the animation locally, so that the right side of the biped now does what the left side does, and vice versa.
Also, if the spline leaned to the left, it now leans to the right. The same goes for the neck, pelvis, head, and so on. Mirror Reflects the animation about the world-space XZ plane. Mirror in Place Reflects the animation locally, but at the initial frame, maintains the world-space position and orientation of the biped. The biped continues to face in the same direction. Original animation: The biped turns to the left as it walks.
Note: Separate Tracks adds biped object transform tracks. Separate FK Tracks group By default, character studio stores a finger, hand, forearm, and upper-arm key in the Clavicle track. Arms Turn on to create separate transform tracks for the finger, hand, forearm, and upper arm.
Neck Turn on to create separate transform tracks for the neck links.
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