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ImpressObjects

Licencia Libre de Derechos
- Todos los usos extendidos
Formatos incluidos
Presupuesto
identificación de producto:1041159
Publicado:
Descargas:119
Categoría:Utility
Versión:1.0.1
Aplicación de host:3ds max
Versión de host:2012-2016
Sistema operativo:Windows
Artista
TurboSquid Miembro desde June 2002
Actualmente vende 62 productos
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descripción
ImpressObjects is a plugin for 3ds Max that allows two intersecting meshes to be pressed against one another so that their respective vertices do not overlap.

ImpressObjects consists of 2 files: ImpressObjects.dlu and

The zip file includes separate files for the following versions of Max:
2012 and 2013 x32 and x64, 2014, 2015, 2016


HOW TO USE:
1) Use the 'Select Node A' and 'Select Node B' pickbuttons to choose two overlapping meshes.
2) Press the 'Create Target' button to create a target helper. This determines the directions in which intersecting vertices will be moved.
3) Adjust the target helper as desired.
4) Click 'Impress'.


FEATURES:
- Non-destructive to mesh topology
- Unlike boolean operations, ImpressObjects does not cut through the geometry, allowing the resulting meshes to be used in morph animations.

Set the comparative 'hardness' of each mesh
- Two meshes may be used to impress upon each other equally, one entirely on the other, or anywhere in between.

Fine tune the intersection
- Control the manner in which the intersection is checked. Use a point, line, or plane to generate intersect reference coordinates.
- Decide how close your mesh surfaces are allowed to be using buffer objects. Increase the buffer values to prevent intersection of low poly geometry, or decrease for a seamless fit.

Fast and easy to use
- Select two nodes, create and position a target helper, and click a button for immediate results*
- If you don't like how it turned out, just hit undo, adjust the settings, and try again.
- ImpressObjects creates standard editable mesh objects that can be distributed, exported, or converted to other formats without hassle.

Set the comparative 'hardness' of each mesh
- Two meshes may be used to impress upon each other equally, one entirely on the other, or anywhere in between.

Fine tune the intersection
- Control the manner in which the intersection is checked. Use a point, line, or plane to generate intersect reference coordinates.
- Decide how close your mesh surfaces are allowed to be using buffer objects. Increase the buffer values to prevent intersection of low poly geometry, or decrease them for a seamless fit.
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