|
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.
|