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Modifiers: Bind/Link Gizmo to object
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  • Total Posts: 86
  • Joined: 24 August 2006 07:25 PM

Straight to the point, every modifier that has a gizmo (most topology independant modifiers) should have a rollout called Bind Gizmo with an option pick any object and an option to unbind it.

OK, now let’s see why max does need that…

Working with modifiers in max is very fast and straightforward because by default the modifier’s gizmos fits to the object or subselection, and is already linked and aligned to where it’s applied to. This is different than other applications, where usually the user have to conform, align and link the modifiers to the object by hand.

However, sometimes the user may NOT want the gizmo to follow the object it’s applied to, and for this reason it was created World Space Modifiers (WSM). BUT they have a lot of drawbacks. WSM bindings are not instanced by default, always stay on top of object-space modifiers and it’s not possible to Xref them. Those are some serious limitations and can cause lots of headaches in certain cases.

Not to mention that many modifiers doesn’t have a WSM counterpart. And in this case, if the user needs a modifier that is Object Space only, to behave as a WSM one, it requires a way too avanced knowledge to acchieve that. Look, the *artist* needs to go to curve editor, apply a transform script controller to the gizmo, and do some nasty math to get it to work properly. It’s actually just two lines of code and may seem to be too easy, but again, I’m speaking from an artist POV. Not to mention that having script controllers in lot’s of objects can become very slow and to apply them is even slower. I know some advanced max users with 10+ years of max and doesn’t know how to do that. That is a pretty big deal, IMHO.

So, enough arguments now, having a rollout to pick any object as transform reference for gizmos, and internally max does the convertion of the object-world space would be really great and minimize a lot the need for WSM modifiers and have none of it’s drawbacks.

I hope some max developer reads this…

Regards,
Jr.



Replies: 1
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Agree! There is a script that does the scripting for you: http://scripts.breidt.net/#gizmoControl

But this should be standard.

Author: MLB

Replied: 14 March 2010 09:52 AM  
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  • Joel_H
  • Posted: 06 April 2010 08:04 AM

I don’t necessarily use any scripting for this, but you can always set this up without any code by using an ExposeTransform object ( Create - Helpers - ExposeTm ) which lets you pick an object and it automatically generates world-space transform values. Then I just use Wire Parameters to connect the ExposeTm value that I want to the modifier gizmo transform value and I am done! I can also add any offsets in the expression field of the wire parameters dialog. Hope this helps?



Joel Howe
Framework Media
Forensic Animation - Product Animation - Technical Animation

Replies: 0
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Joel_H 06 April 2010 03:04 PM

I don’t necessarily use any scripting for this, but you can always set this up without any code by using an ExposeTransform object ( Create - Helpers - ExposeTm ) which lets you pick an object and it automatically generates world-space transform values. Then I just use Wire Parameters to connect the ExposeTm value that I want to the modifier gizmo transform value and I am done! I can also add any offsets in the expression field of the wire parameters dialog. Hope this helps?

Sorry but I think there is a misunderstanding here. It’s not possible to do it with expose transform, because the problem is not getting the global transform from the object, but in fact setting the modifier’s gizmo transform in global coordinates. This must be done with a script controller.

Regards,
Jr.



Replies: 0
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Couldnt agree more. Sound alot like what I put on the wishlist, I just explained it differently.
I want a Helper that works like Volume Select, to which you can add modifiers and select geometry to effect.
See my post here



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