MAXScript struct wrapping the Edit Poly methods using the familiar signatures of the polyop methods.
An inset-by-SG type modifier that works similar to Chamfer modifier when set to zero tension.
However, the max chamfer modifier is highly topology dependent and doesn't work well with diagonal and unconnected edges. This modifier fixes that behavior.
Polycount thread: Inset Chamfer
Enhanced version of this modifier as seen in the gif is included in the KeyHydra toolset.
The enhancements include up to 100x speedup, support for multiple SGs per face, preserved SGs, matIDs and selections, as well as options to select edge faces and use one SG for the whole mesh.
Demo mesh courtesy of Adnan Chaumette.
A curve-controlled scripted sweep modifier. Both the Interpolation and Profile animation rollout UI items are not to be used yet and mostly work as placeholders for future options.
In its current state, it's more of a proof of concept than anything else.
Randomize elements the easy way. Element Data is cached for faster viewport update.
Instead of morphing between two nodes, this modifier allows you to morph between a state of the model before adding one or multiple modifiers and after that (provided that they don't change the object's topology).
Involute spur gear primitive, complete with tooth undercut and all-quad topology.
Unencrypted and fully open for further hacking.
Another all-quad primitive, created with TurboSmooth in mind so it has an additional Outline parameter to tighten the edge loops. The flange neck is optional, reducing its thickness to zero effectively gets rid of it.
All-quad cylinder primitive with hemispherical capping option.
A primitive for spiral ductwork, screw threads, flexible metal tubes, circular ramps etc.
No smoothing groups are assigned, for smoother look either use Smooth modifier or add points to the spline profile.
It's also possible to pick a path to follow (especially useful for hoses and piping).
Tetrahedron-based mesh traced along a picked spline path.
Can auto-align to the picked spline.
Random branching extension of the tetrahedral spline.
Optional weighted selection - fully functional in max 2018+, in lower versions you'd have to add an Edit Mesh modifier and activate its Vertex subobject level.
Hexagon pattern primitive. The size of individual hexagons is driven by a texture map.
Map colors can be saved to vertex color channel to create a hexagonal pattern.
Simple regular grid, wire mesh primitive.
Similar to Patch Grids with Point helpers used as handles.
You can animate the handles or use wire paramaters. Instead of linking use constraints.
Creates surface defined by four splines that form a closed loop.
Interactive mesh update possible when modifying the splines.
Simple fibonacci sphere primitive (poles are not capped).
Camera-bound geometry primitive that fills the camera field of view.
Controlled by target distance, far-clipping plane distance or custom distance (animatable).
Particularly useful for volume-select-based selections.
|MAXScript Spline Primitives|
MXS spline primitive
Made as a control object for rigging.
MXS spline primitive
Parametric oblong shape.
Made with a pulley belt path in mind, could be just as well used as a base for a bicycle chain distribution path.
MXS spline primitive
Procedural guilloché pattern.
The length of the trace is determined by the offset parameter.
MXS spline primitive
Just like the regular helix only with four bezier handles per turn (or more if you would like - you can control that with the Steps spinner) instead of 40 corner-points of the default Helix shape.
|MCG Modfiers, Primitives and Compounds|
Inset mesh polygon groups by their smoothing groups, which helps to keep flat surfaces flat smoothed when chamfered instead of the usual mess.
Due to limitations of the current MCG nodes, it also splits the smoothing group edge borders.
Extrude, outline and inset polygons, optionally without capping.
Doesn't work on Teapot because of its two-point faces (i.e. faces that only have two vertices, yet still have three edges).
Includes all the compunds it depends on and two example modifiers (InsetExtrudeModifier and InsetBySelectionVal).
|Loops from Surface
Simple example of growing loops from open-ended surface. As such, it only looks for the first border and expands from there. Here it is shown on Cylinder with caps removed (default Advanced Sweep output would also work).
Random point distribution (non-uniform).
Face size is taken into account, bigger faces may have multiple points while smaller faces none at all.
Randomize mesh elements, with the possibility to specify an upnode (a reference system for all the transformations).
That means that XYZ rotation are then parallel with the object's axes, same with translation and scale.
|Custom MCG Dialogs
Ever wanted a pop-up dialog for your MCG graph? Now you can have it and work with scene objects just by connecting nodes. The sample file randomizes the position of selected objects given custom limits.
As this is a MCG utility, you don't get viewport redraw and undo support by default.
|Grow Vertex Selection
Grow selection leveraging the Data Channel modifier. For more information, refer to the original discussion.
This is a self-contained modifier and is applied as such, it's not a Data Channel preset.
Fills a border with quads.
Selects the newly created faces (in case you want to do an inset afterwards) and verts (in case you want to relax them).
Polycount thread: Border Fill
3ds Max Ideas topic if you want something like this in max by default: Add a method to cap with quad topology
A bridge from 3ds max to instant meshes.
Without leaving max interface, it exports, remeshes and imports the remeshed object back based on the parameters in the dialog.
Simple animation-friendly spline control.
The main advantage over SplineIK is the easy and precise control over the tangent handles with scene helpers, and you can manipulate them in local and parent space as well.
|Slider Crank Setup
Automated creation of a simple slider crank setup based on a few helpers.
The animation is driven by the Crank Pin helper rotation. Since everything works in the parent space of the Master helper, you can then orient it any way you want.
For more details, check the original thread and an example .max file.
Create gradient ramp which goes from thin lines to thick.
The gradient can then be mapped for example to a Falloff map (Shadow/Light falloff pictured)
Simple loader for adobe .ase palettes.
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