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Old 25-03-2009, 12:14 AM   #31
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Wire Bundle for Max 9? I think I remember using some APIs that aren't...legacy friendly.

Did you try using the "follow a spline" functionality?
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Old 25-03-2009, 12:28 AM   #32
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yeah, just made me a spilne and tried it that way. Hit create, and got some foul script lanuage tossed at me. But it's cool. This spline does some cool toss mixed with the bend modi.
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Old 25-03-2009, 06:54 PM   #33
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Toe; can you post a screenshot of the error? I bet it'll help tremendously!
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Old 25-03-2009, 11:07 PM   #34
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Sweet I got a script idea.
Is it possible to enable edge cloning (shift drag) with local transforms? That is to say say it maintains the normal of the parent edge during the clone. Now if you try it, the transform goes all screwy. I assume because it then tries to change to the coordinates of the new edge, as opposed to keeping the coordinate plane of the old one. I use these features, both local transforms and edge cloning quite a bit, so it would be nice if they would work together.

Rock on Mr.Bluesummers.
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Old 26-03-2009, 01:16 AM   #35
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Originally Posted by Pickman View Post
Is it possible to enable edge cloning (shift drag) with local transforms?
Very good question! I'm exploring this now, and take a look at the image I'm attaching.

This is most unusual. Let me come up with a few more test cases. Maybe we ought to file a bug-report with Autodesk...

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Last edited by Mr. Bluesummers-3DT; 26-03-2009 at 01:25 AM..
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Old 26-03-2009, 01:24 AM   #36
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Good God! This tool is worse than I thought.
Yah, we'll want to file a bug report for this. It's clearly broken and very reproducible.
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Old 26-03-2009, 01:55 AM   #37
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Posted a bug on the area forums. You can check it out here:
http://area.autodesk.com/index.php/f...wthread/24622/
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Old 26-03-2009, 02:42 AM   #38
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ok, screengrabbed:

also, saved out the text incase you want to see it.
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Old 26-03-2009, 02:54 AM   #39
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Guess we'll have to wait for 2010 for that one. Sure will be sweet when it works. Can think of all sorts of uses for it.
It actually worked the first time for you? Wow, lucky shift drag there. I've had it completely reverse the normal on me before.
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Old 26-03-2009, 03:16 AM   #40
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Hey guys

I'm loving that Wire bundle plugin do you know if there is anything like that for Cinema 4D at all ?

Cheers Xzifer
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Old 26-03-2009, 04:41 AM   #41
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Rockin Toe; what's the error text say?

Also, is your spline an open spline object with only a single line?
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Old 26-03-2009, 04:42 AM   #42
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Quote:
Originally Posted by Xzifer View Post
Hey guys

I'm loving that Wire bundle plugin do you know if there is anything like that for Cinema 4D at all ?

Cheers Xzifer
Tragically, not that I know of. However, if someone around here knows the C4D scripting language, I'd be happy to provide pseudo-code as a guide.
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Old 26-03-2009, 04:43 AM   #43
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Originally Posted by Pickman View Post
Guess we'll have to wait for 2010 for that one. Sure will be sweet when it works. Can think of all sorts of uses for it.
It actually worked the first time for you? Wow, lucky shift drag there. I've had it completely reverse the normal on me before.
Super downer, I know. But unfortunately, this is too serious and too deep for me to fix with scripting. Scripted tools are good for tackling repetitive or multi-step operations. There's only so much we can do in fixing things inherently wrong with max.

Did I at least define the problem accurately? I'll try to keep the pressure on to see this fixed.
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Old 26-03-2009, 05:05 AM   #44
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Well thanks again for trying. Ok lets try this again.

Script idea:
Ultimate Detach-detached objects maintain the parents stack.
For example if I detach the horns from my model they still have symmetry and turbosmooth(at 2 iterations with isoline). It'll save time if i don't have to re-apply those. And if it would work with skin, physique, or both then it would be very usefull I'm sure.
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Old 26-03-2009, 05:06 AM   #45
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Quote:
Originally Posted by BlueSummers-3DT View Post
Rockin Toe; what's the error text say?

Also, is your spline an open spline object with only a single line?
the hilighted text says

"for i = 1 to NumKnots PathSpline do"

for the spilne, it was a line with a viewport thickness added, that was all.
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