3ds max – Use the Particle-Flow Lock/Bond test to have particles move on a surface in

Software:
3ds max 2019

The Lock/Bond Particle Flow test can be used to have particle movement restricted to a surface.

lock_bond.gif

This example shows a simple setup in which the particle teapots have a Speed operator set to Random 3D mode that causes them to move in random directions,
While at the same time the Lock/Bond test forces them to ‘stick’ to the surface:

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Python for 3ds max – Animated Mesh

Software:
3ds max 2019

This is an example of procedurally animating a mesh’s vertices via Python script.

Vert_Anim.gif

Notes:
1. The model has to be converted to Editable Mesh before the script is run.
* unless the scrip will be extended to do it.
2. The model must be selected for the script to work.

import MaxPlus
import math
from MaxPlus import INode
from MaxPlus import TriObject
from MaxPlus import SelectionManager
from MaxPlus import Factory
from MaxPlus import Animation
from MaxPlus import Point3
from MaxPlus import Control

ticks_frame = 160

#Selection
sel = []
for n in SelectionManager.Nodes:
    sel.append(n)
node = sel[0]

#Setup Controllers
obj = node.GetObject()
Tri = TriObject._CastFrom(obj)
mesh = Tri.GetMesh()
num_verts = mesh.GetNumVertices()
mesh_anim = obj.GetSubAnim(0)
pnt_ctrl = Factory.CreateDefaultMasterPointController()
node.AssignController(pnt_ctrl,1)
for i in range(num_verts):
    bezp3 = Factory.CreateDefaultPoint3Controller()
    bezp3.SetPoint3Value(mesh.GetVertex(i))
    mesh_anim.AssignController(bezp3,i)

#Animation
Animation.SetAnimateButtonState(True)
for t in range(100):
    time = t * ticks_frame
    Animation.SetTime(time)
    mesh_anim.AddNewKey(time,0)
    for i in range(num_verts):
        vert_anim = mesh_anim.GetSubAnim(i)
        vert_ctrl = Control._CastFrom(vert_anim)
        vert_val = mesh.GetVertex(i)
        vert_val.SetZ(vert_val.GetZ() + math.sin(((Animation.GetTime()*0.5)/(ticks_frame))+i))
        vert_ctrl.SetPoint3Value(vert_val)
Animation.SetAnimateButtonState(False)

* note that when copying and pasting a script from this example, the indentation may not be pasted correctly.

Related:
Python for 3ds max – Mesh manipulation

Getting Maya 3D Paint to work

Software:
Maya 2018

Steps needed for Maya 3D Paint to work:

  1. Set a project folder and save your scene.
    * If your painting into an existing texture you can skip this step.
  2. Make sure your model has UV coordinates.
  3. Make sure your model has a basic Lambert material.
    * If you’re using a different material/shader on your model,
    Temporarily switch to Lambert just for the texture painting operation,
    And connect the original shader with the painted texture map to the surface shader input of the shading group after you’re done painting.
  4. In the Rendering tab toolbar, Double-Click the 3D Paint tool button to activate 3D Paint and also open its tool settings window.
  5. Make sure the object is selected.
  6. In the 3D Paint Settings window, go to the File Textures part,
    Choose a material attribute to paint to.
    * this would usually be Color because we are using Lambert temporarily anyway.
  7. Click Assign/Edit Textures to open the Assign/Edit Textures dialog,
    Choose a resolution and a file format for the new texture,
    And than click Assign/Edit Textures button at the bottom of the Assign/Edit Textures dialog to create the new texture and close the dialog.
    * If you already connected an existing texture file to the Lambert shader’s Color input you can skip this step.
  8. Check Update on stroke and Save texture on stroke.
  9. Set the viewport to Textured display mode.
  10. Set paint brush settings.
  11. Click the 3D Paint tool button to activate it and paint on the model surface.

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3ds max – Transform Gizmo disappearing

Software:
3ds max 2019

I’ve been operating 3ds max for 20 years and this always gets me by surprise again and again, especially when working with students 😦

In the past, the option to hide/show the Transform Gizmo had a hot key X, and curiously, even though that way it would happen more frequently that the Gizmo would disappear by mistake, when it was X I actually remembered it, and remembered to tell my students to just press X.

The menu command:
VIews > Show Transform Gizmo

I never remember it,
And also, I can’t logically except that it’s a system setting that is kept even when resetting the scene or opening a new file.

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