dsp_418 Posted January 22, 2014 Share Posted January 22, 2014 Hi there, is there a way in 3ds Max to delete only polygons from an object but keep the vertexes? Thanks for any help! Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted January 22, 2014 Share Posted January 22, 2014 Is there a way to draw a vertex? No. Your best bet would be to use the Point Helper and snap them to the verts of your polygon so that once deleted, your helpers will remain. What is it that you are doing that brought about this question? Link to comment Share on other sites More sharing options...
dsp_418 Posted January 22, 2014 Author Share Posted January 22, 2014 This question is because of the solution you suggested Basically I need to export point helpers position to AE for each vertex of my mesh. Linking each point to related vertex is time consuming, thus I thought that at the end what I actually need is just vertex position. In Blender it's easy, I can simply use the command "Delete Only Edges & Faces" and all the vertexes will be left. I hoped there was something similar in Max. Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted January 22, 2014 Share Posted January 22, 2014 Well.... you can use the lattice modifier on Joint only and then use and edit mesh to explode that into separate objects. This would give you a series of individual objects whose centers are a vertex from the originating mesh. Just make the radius super small and you won't be able to tell the difference. This, though, suggests that you are eye-balling these positions in AE. As you would be doing if you could delete the face and keep the vertex because vertecies are not helpers and thus cannot be used as nulls. You can use the lattice method to more easily snap a series of helpers to the joints... Align, Center/Center. Link to comment Share on other sites More sharing options...
dsp_418 Posted January 22, 2014 Author Share Posted January 22, 2014 Thank you for helping Corey, nice idea about the lattice. I'm using this script and it's working really well: http://www.scriptspot.com/3ds-max/scripts/link-to-vertex For now I ended up using polys as position reference for AE, splitting them up and then exporting their coordinates. For this first test it's working and seems to be enough, if need more I'll find other workarounds. Link to comment Share on other sites More sharing options...
Josef Wienerroither Posted January 23, 2014 Share Posted January 23, 2014 Is there a way to draw a vertex? No. ? Of course there is ( Edit Poly/Edit mesh in Vertex subobject mode, Edit Geometry rollout -> "Create" button ) You'll create isolated vertices this way ( vertices not belonging to any face ) There is even a special button to "Remove Isolated vertices" Link to comment Share on other sites More sharing options...
notamondayfan Posted January 23, 2014 Share Posted January 23, 2014 The easiest way to have verts by them selves is to go to vertex level, select all, then shift drag all the verts. This duplicates the verts without the faces or edges. You can now delete the original faces. Dean Link to comment Share on other sites More sharing options...
jasonstewart Posted January 25, 2014 Share Posted January 25, 2014 Create your object. Create a point helper. Compound objects>scatter>select your base mesh then change the scatter to all vertexs. I think that is what you are trying to do anyways. Similar to dupliverts in blender but much easier to figure out with none of that parent child junk. Link to comment Share on other sites More sharing options...
dsp_418 Posted January 27, 2014 Author Share Posted January 27, 2014 Thank you for helping! @ Dean: when I shift/drag all the verts result shifted from the original position. How to avoid that? @ Jason: that sound great! Just can't figure out how you use a scatter compound on a point helper, scatter voice here is greyed out. Can use it only with a mesh. Parenting the point to the mesh doesn't work, as scatter compound will only scatter the mesh ignoring any parent/group elements. Link to comment Share on other sites More sharing options...
jasonstewart Posted January 27, 2014 Share Posted January 27, 2014 Damn, that is what i get for suggesting something without trying it first. You are right it wont let you scatter a point helper, possibly a maxscripted scatter could work or for sure a custom maxscript but that is way above my head. Link to comment Share on other sites More sharing options...
dsp_418 Posted January 27, 2014 Author Share Posted January 27, 2014 Damn, that is what i get for suggesting something without trying it first. You are right it wont let you scatter a point helper, possibly a maxscripted scatter could work or for sure a custom maxscript but that is way above my head. Well, you've got so close though! Maybe I'll find a script, thanks for the tip Link to comment Share on other sites More sharing options...
H A Posted January 27, 2014 Share Posted January 27, 2014 Use soulburnscript's vertSelectionToObject, here you can select a number of vertices and it will create a set of point helpers from these. http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm /henrik Link to comment Share on other sites More sharing options...
dsp_418 Posted January 28, 2014 Author Share Posted January 28, 2014 Wow! great!! Thanks henrik! Link to comment Share on other sites More sharing options...
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