komyali Posted November 16, 2016 Share Posted November 16, 2016 I want lets say simple box with 4 sides and 8 verts to lock vertex in local place so when i apply modifier it apply on whole geometry but verts and sides stay same placecomparing to each other. so when I apply noise modifier to box, box move around with modifier but shape and dimensions of box stay same. There are scripts for this but I want to do this inside max. Link to comment Share on other sites More sharing options...
komyali Posted November 18, 2016 Author Share Posted November 18, 2016 anybody ? Link to comment Share on other sites More sharing options...
Nicolai Bongard Posted November 18, 2016 Share Posted November 18, 2016 I am not sure i understand you correctly, but apparently you want a box to jump around randomly as with a noise - but without deforming? If so, the noise modifier is not the way to go, but you can add noise in the x, y and z axis plus rotation in the curve editor/keyframe animation thingy. Either that, or you could link your box to a dummy, and link that dummy to the vertex of some other object you apply a noise modifier to, but that object is hidden in the render. Link to comment Share on other sites More sharing options...
komyali Posted November 18, 2016 Author Share Posted November 18, 2016 gonna try Link to comment Share on other sites More sharing options...
komyali Posted December 5, 2016 Author Share Posted December 5, 2016 not working, i have 1000 x 1000 qubes that i want randomly go up and down, solution? Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted December 5, 2016 Share Posted December 5, 2016 Well, 3d Max by default does not have many 'parametrics' tool compared to other software such Cinema 4d or Houdini. Those tools are very good for that type of animation. having said that, you could 'create' similar effects inside Max, but it need a combination of diffrent tools, such, scatter, push, object modifiers and so on. MCC was create to solve that isue, but the learning curbe is kind of though. Try to search tutorial of 'Motion graphics with 3d Max' there are people doing incredible stuff around. for instance. the other option could be using a third party plugin such, Raicloner or Forrest, Multi scatter and such, they are not design for that specifically but the option to control large amount of objects are there. best luck Link to comment Share on other sites More sharing options...
komyali Posted December 5, 2016 Author Share Posted December 5, 2016 I was thinking about morpher at beginning, but i didnt use it because it left recognizable pattern of symetry and "soft selection" , you can use multiple morphers but still it doesnt feel like random, also I found script for my qubes but I cant believe max cant solve this simple task without 3plugin. I didnt think about multiscatter, that is good point, it have random option, but that is also plugin. P.s. you gave me good idea, i just tried max default scatter, and it works, you just need to think in front and calculate plane dimensions with cubes. In scatter there is transform option by Z and it move cubes up and down randomly Link to comment Share on other sites More sharing options...
Francisco Penaloza Posted December 5, 2016 Share Posted December 5, 2016 I was thinking about morpher at beginning, but i didnt use it because it left recognizable pattern of symetry and "soft selection" , you can use multiple morphers but still it doesnt feel like random, also I found script for my qubes but I cant believe max cant solve this simple task without 3plugin. I didnt think about multiscatter, that is good point, it have random option, but that is also plugin. P.s. you gave me good idea, i just tried max default scatter, and it works, you just need to think in front and calculate plane dimensions with cubes. In scatter there is transform option by Z and it move cubes up and down randomly Well that's why I mentioned that by default max don't have 'motion graphics tools' but you could build similar effects with other default modifiers. For instance, you create a plane, subdivide with the same amount of total cubes you need, then apply a wave modifier to that plane. Create a cube, and apply a bend modifier to it, then you can apply the scatter to the cube and assign the plane as object. then you can adjust the phase of the wave modifier and all the cubes will move in an undulating way. you could bend each cube with the bend modifier. You could also assign a bend modifier to the original plane, now you can deform the whole thing in different directions and undulate at the same time, with random cube sizes and bends. Crazy stuff in deed Link to comment Share on other sites More sharing options...
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