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Linked X-Form to each vertex?
show user profile  FX
I'm trying to animate a scalpel cutting an excision from skin.

Animated booleans work, but just look naff, the skin surface doesn't get pushed to the side and I can't animate the *spreading" you get as the scalpel cut gets longer.

There are a ton of "naff" looking medical animations that visualise things but aren't exactly eye candy :)

I thought this would be easier but I've just spent the best part of 3 hours searching and hacking around for a script/solution, all I need is a Linked X-Form at each vert, I say *all* but there are around 122 verts on each object, so don't know if this is the best way to go.

So the plan was to have a linked X-Form on each vert on the edges of the excision and the surrounding skin edge, then keyframe them opening up as the scalpel passes, tedious to animate but full control.

I tried hacking this script but can't get it to work.

There area ton of scripts out there that do the exact opposite of what I need by linking an object to a vert but the object is locked to the vert's movement.

Thought I'd ask before having to revert to animated boolean. :/


read 442 times
3/31/2017 6:56:00 PM (last edit: 3/31/2017 6:56:38 PM)
show user profile  HANZZ
So a multi step morph is out of the question?
Or maybe even better, something experimental like a X axis displace, animated over time (distance)

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 431 times
3/31/2017 9:11:19 PM (last edit: 3/31/2017 9:11:19 PM)
show user profile  FX
I've spent the best part of today eliminating procedures, morphing being one of them, they all fall short or are limited in some way.

I don't have the time for any more experimenting, Linked XForm with soft selection is the only way to go, so if I have to do it all manually, so be it.

This is the only way to get full precise control of the skin surface and the layers beneath, my only issue is I can't automate it.
read 427 times
3/31/2017 9:43:13 PM (last edit: 3/31/2017 9:43:13 PM)
show user profile  HANZZ
I solved this! I can send you a max file if you'd like. It'd take a hell of a lot of words to explain, but basically you can use a displace modifier (the regular Displace, not Displace Mesh WSM) and it works. But there's a good bit of prep around it. It uses an offsetting black to white map in order to achieve the movement of the vertices.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 423 times
3/31/2017 9:58:45 PM (last edit: 3/31/2017 9:58:45 PM)
show user profile  HANZZ
Here's the max file, the .bmp I used, and the .psd so you can make changes.
Let me know if you can get ahold of the files.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 421 times
3/31/2017 10:02:31 PM (last edit: 3/31/2017 10:02:31 PM)
show user profile  HANZZ
And it's great to learn on one's own, I did that for the first 4 years I had max, that and lots of trips to the local bookstore to study max books for hours. But looking at things from what I call "lateral thinking" perspectives will really give exponential understanding and will often allow solutions that aren't at first obvious.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 419 times
3/31/2017 10:04:58 PM (last edit: 3/31/2017 10:04:58 PM)
show user profile  HANZZ
Here's an UPDATED max file that eliminates the outer border displacement also.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 416 times
3/31/2017 10:14:14 PM (last edit: 3/31/2017 10:14:14 PM)
show user profile  FX
Cheers, Hanzz , it's a neat trick but too restrictive and limited, the shape I'm cutting is a diamond excision from the curved skin surface of an arm, and after "cutting" it needs lifting out, I'll keep full control with a linked x-form "rig".

Skin and bones would be another way to go, but I can't get the precision I need with bones.

read 411 times
3/31/2017 10:34:55 PM (last edit: 3/31/2017 10:36:05 PM)
show user profile  FX
Don't click the link if you're the queasy type,:

Numerous cuts, a finger and thumb pulling apart the skin, the scalpel pushing down on the surface of the skin etc, I want it to be as realistic as possible.

read 402 times
3/31/2017 11:12:13 PM (last edit: 3/31/2017 11:12:13 PM)
show user profile  HANZZ
Well, it could work within those guidelines. It would demand a bit more fiddling, but ohwell.
At least I figured out how to do this, and can add it to the reservoir of about a hundred other 1-off solutions I've stockpiled in old max scenes. I'll tinker with the full solution later on and see what I come up with.

 photo MorgothArisenSig_zpsup4yjp7o.jpg

read 398 times
4/1/2017 12:40:55 AM (last edit: 4/1/2017 12:40:55 AM)
show user profile  Garp
Wouldn'it be simpler and easier to use two lattice mods instead of one linked xform per vertex?

read 379 times
4/1/2017 11:39:43 AM (last edit: 4/1/2017 11:39:43 AM)
show user profile  FX
Lattice? you mean FFD ?
read 375 times
4/1/2017 12:12:28 PM (last edit: 4/1/2017 12:12:28 PM)
show user profile  Garp

read 366 times
4/1/2017 5:58:30 PM (last edit: 4/1/2017 5:58:30 PM)
show user profile  carrrottt09
So what solution did you end up using?
read 297 times
4/21/2017 6:03:14 PM (last edit: 4/21/2017 6:03:14 PM)
show user profile  FX
I never did, shelved until the guy who cuts people up for a living gets back to me.

FFD's are too "vague".

I seem to spend more time figuring out how to do things than do things these days, maybe time to call it a day :/
read 270 times
4/24/2017 3:47:59 PM (last edit: 4/24/2017 3:47:59 PM)
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