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Blinds/curtains max script


pailhead
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if it's just a simple shade....

 

I typically draw a single spline inside my windows for blinds, and add a negative extrusion on all the splines. Make sure they're all copies not instances, then select your splines and run the following script to randomize the extrusion lengths

 

for o in $ do o.modifiers[#extrude].amount = random 0 -140

Edited by BrianKitts
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I cracked the case :)

 

J. Seagull script is the one i found now, which creates one smart object. The "fassaden blinds" is the one i was probably thinking of, but i forgot it was that simple. The idea of randomly extruding seems quite awesome, i have to learn scripting. Still, ill have to draw all the lines, if there isn't an easy script way of selecting just the top edge of a bunch of quads in a single object.

 

*edit*

 

So many people from SF :)

Edited by pailhead
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  • 2 weeks later...

But it applies the same number to the entire selection. I don't have time to learn max script now but i would like to test this feature in this render. I took a look at the reference but i cant figure it out. Am i using your line wrong, or it needs something else?

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Nope you're doing it right, you just skipped my previous comment that they have to be copies. If they are all the same after you run the script that means that you instanced instead of copied the splines. (They all need to be unique).

 

select them all and either click on the make unique button in the modify panel. (select yes on the unique with respect to each other? pop-up)..... or, right click in the viewport and select "convert to editable spline" to break the instancing.

 

Then run the script.

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ahhh, they are not instances, but i may have added the extrude on top of all of them, so that particular modifier is instanced, even though the lines are separate objects. I'm not really sure how to add a modifier to a selection without it being instanced. Could this step be added as another line of script?

 

Works flawlessly when they are all different.

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  • 4 months later...

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