Spline Refiner is a 3dsMax productivity tool thought to automate and speed-up the tedious task of subdividing all the segments of a shape manually, trying to achieve a general uniform vertex distribution along the splines.
This is not a normalization tool, like 3dsMax’s Normalize Spline modifier. It’s a Smart Subdividing tool.
The goal of this plugin is to get an even segmentation of the splines while preserving all the original vertices and shape intact.
Since this tool was ment to use at a final stage of the curves edition, it works better when provided with clean shapes, without overlapping vertices or other problematic issues, that may cause undesired results.
Spline Refiner works on any type of shape but will convert the base object to Editable Spline (keeping all the modifiers intact). It supports shapes with modifiers assigned (even geometry builders like Extrude modifier), because it works on the base object level.
The plugin can operate on multiple shapes simultaneosly, fast and efficiently. It takes only a few seconds to process hundreds of splines.
To start working with your selected shapes in Spline Refiner, the first thing we suggest is to turn on ‘Show vertex ticks’ (at the bottom of the plugin’s UI). This way you will be able to see all the changes in segmentation in realtime.
Start trying Spline Refiner and play with the parameters of Equalize Subdivision tool. The following is a description of all the tools in the plugin’s UI.
This is the key tool of this plugin. It analyzes every segment of the spline/s and, according to the provided parameters, determines the best way to get the most uniform subdivision possible, without altering the existing shape and vertices.
It doesn’t use a fix segmentation value. Instead, it takes an approximate (average) segment length, wich you can choose to be calculated automatically (using the length of the shortest segment in spline) or set a custom value.
If you are working with multiple splines and you want to have a uniform subdivision across all splines, then choose the options shortest seg. and absolute.
If you want the script to calculate a specific subdivision for each spline, then choose the options shortest seg. and relative.
The image above clearly shows how the parameters of Equalize Subdivision work. (‘Automatic’ refers to choosing the option ‘shortest seg.‘ as the average segment length.)
This tool divides every segment of the splines in 2 halves, doubling the general segmentation.
The Iterations parameter sets how many times the function will be recursively applied.
The ‘Affect curves only’ checkbox it’s an important feature that affects both Equalize Subdivision and Increase Subdivision functions.
If active, the tools will subdivide only the curved parts and leave straight lines intact. Very powerful feature!
Optimize Straight Lines (button)
Removes all unnecessary vertices from straight lines. It’s a cleaning tool.
Threshold Angle (spinner): establish the maximum angle allowed between segments for removing vertices.
Make Linear Segments (button)
Convert all segments in selected shapes to linear and vertices to corner type.
Basic Shape Parameters: Spline Interpolation
In this section you can control the basic shape interpolation for all the selected shapes. They are the same parameters you can find in any shape, but here you change them for all the selected shapes simultaneously in a single place.
Show vertex ticks (checkbox)
This option expose all the vertices of the selected shapes on screen. Very useful to see the changes in the segmentation while you apply the subdivision functions.
Undo / Revert Actions
These 2 buttons at the bottom of the UI help you revert the changes you recently made with Spline Refiner.
This is a custom undo system, since 3dsMax does not natively support undo for spline operations.
Undo (icon button): undo the very last action.
Revert Actions: reverts all the changes made with Spline Refiner on the selected shapes since you ran the plugin.
This is a simple yet powerful plugin to speed-up your workflow and make your life easier.
Enjoy Spline Refiner!
Boolean operations involve complex math. Boolean engines are very complicate pieces of code and there is no perfect algorithm for this task.
Spline Combiner uses 3dsMax’s ProBoolean engine to perform boolean oprations between splines. This functions work generally very good, but there some exceptions.
There may be occasions in wich Spline Combiner‘s Boolean Splines tool cannot resolve the boolean operation properly. For example, in some cases after the process, all the shapes disappear or the resulting shape is wrong. Don’t panic! This is not an error. It’s a known limitation and it happens just in particular cases. We will point those cases and show you how to solve them in a few steps.
The image above shows 3 cases in wich the Boolean Union operation fails and how to use Spline Combiner’s Detect Intersections tool to workaround this.
The most problematic situations, as you can see, are those involving overlapping vertices and lines between shapes.
As a general rule, to overcome these cases, you can use the Detect Intersections tool. The steps are the following:
- Select the shapes
- Open Detect Intersections rollout
- Tick ‘Between different shapes’
- Choose ‘Split’ option and ‘Detach elements’
- Press ‘DETECT INTERSECTIONS’ button. The script breaks the splines apart by intersections, detaching all curves.
- Delete the unwanted parts manually
- At the Tools rollout, press ‘Attach Selected’ and ‘Weld Vertices’
This method and works for almost all the cases, since the algorithm Spline Combiner uses for detecting intersections is very accurate and effective.
Try it! If you have any doubts or consultations please leave a comment down here or write us through this Contact Form.
In this tutorial we want to show you how to cut 2D shapes in 3ds Max, in a clean and easy way, using the Shape Cutter tool from Spline Combiner 3dsMax script to make the logo in the image above.
In the case of this 3D logo, the three different color regions were required to be separate meshes, to animate them independently.
3ds Max natively comes with a tool for cutting 3D objects called ProCutter (located in Control Panel > Geometry > Compound Objects). You could use this tool to cut an already extruded logo, but that way you end up with an Editable Mesh (or Poly) with a collapsed modifiers stack. You loose the advantage of keeping the extrusion parametric as a modifier.
Using this script, you work in a non-destructive way, so you can go back and edit the original shapes/splines if you need to.
Let’s start. Make a new scene in 3ds Max and do the following:
1. With the Text shape tool, type “Rainbow” (or whatever you like) in a viewport, give the text a reasonable size and assign a nice font to it.
2. Draw an arc through the whole word. Then make a copy, using SHIFT+move, and place it below it to build a rainbow arc, like in the first step at the image below.
3. Open Spline Combiner.
4. First, you need to attach both arcs together because Spline Combiner requires the cutter object to be a single shape. So, select both arcs. Then go to the Tools rollout (in the script’s UI) and press Attach Selected. Now you have a single shape containing both splines.
5. Go to the Shape Cutter rollout. Press the button Pick Cutter Object and click on the arc shape. Its name appears in the button text.
6. Leave all the checkboxes on. The options Cookie cut for closed shapes and Detach all elements are exactly what we need to get extrusion-friendly shapes.
7. Select both shapes, the rainbow arc and the text. The press APPLY CUTTER.
8. The script will take a little time to perform the action. As a result, you will get many single spline shapes (3 or more per each letter). Like in the 2nd step at the above image.
9. Now you need to attach all the shapes by region, considering the 3 regions delimited by the arc shape: top region, middle region and bottom region. So, select all the shapes in the top region, go to the Tools rollout again and press Attach Selected. Repeat the same procedure for the shapes in each region. You will end up with only 3 shapes, like in the 3rd step in the image above.
10. At this point you can delete the cutter object. Delete the arc shape then.
11. Now try to assign an Extrude modifier to the top shape of the logo. If the shape does not extrude well, it means there are some open splines. You need to weld all the vertices properly to get closed splines for the extrusion. So, at the Tools rollout, use the Weld Vertices tool for that. Repeat the process with the other shapes if necessary.
12. To make a 3D logo from a vector shape, you can use either the Extrude or the Bevel modifier. The one in this tutorial was made with Bevel.
13. You should have a now a beautiful 3D logo, composed of 3 meshes. Assign a different colored material to each one and you are ready!
We hope you enjoyed making this practice. If you have any doubts or consultations, you can post a comment down here or write us through the Contact Form.
In this tutorial we’ll see how to deal with spline intersections in 3ds Max, with the help of Spline Combiner‘s Intersections Detection tool.
3ds Max lacks a ‘snap to intersections’ feature. Besides, all operations between splines (like boolean functions, trimming, etc.) require all splines to be part of the same shape. So, if you need to create new shapes from existing ones, it turns a really time-consuming and inefficient task.
Here’s when Spline Combiner comes in to make your life easier. The script can detect all kind of intersections between splines (between different shapes, spline subobjects and self intersections) and then perform a series of actions like placing helpers at intersections, refine the splines or break them and detach them all.
Placing helpers at intersections
Consider the following situation: you have 4 independent splines, like in the first graphic in the image above. Your goal is to get the shape inscribed between those splines (see the last graphic on the right). For that, since they are all straight lines, the easiest way would be to draw the final shape by snapping to the intersections. Spline Combiner can help us by automatically placing a point helper at each intersection. Let’s start. Prepare a similar scene in 3ds max and follow these steps:
1. Open Spline Combiner, close the first and second rollouts and open the one named Detect Intersections.
2. Select all the shapes you want to find intersections for.
3. In this case, tick only the checkbox labeled Between different shapes.
4. At Action area, select the option None. (No action is needed apart from the intersections detection)
5. At Helpers area, turn on Place helpers checkbox.
6. Then press DETECT INTERSECTIONS.
7. Voila! You now have one helper per intersection. You can change their color and size with the controls in the Helpers area.
8. Turn on 3ds Max snap tool and at the snapping options check only “Pivot“.
9. Now, with the Line tool, draw the final shape. (You can select the helpers through the Named Selection Sets dropdown list in 3dsMax and delete them if you want)
Ready! Nice, quick and simple. 🙂 Practice this method and you’ll see how faster you work this way.
Now we’ll see another method to handle a slightly more complex situation.
Refining or breaking splines at intersections
Consider the situation in the first graphic of the image above. There are 5 independent splines. Your goal is to get from them the shape in the last graphic on the right.
Spline Combiner can perform a variety of actions after detecting spline intersections. You can choose either to Refine the splines at those points, to Split (or break) them, or to break and detach them all as new objects.
So, let’s start. Prepare a scene in 3ds Max, containing something similar to the first graphic in the image and follow these steps:
1. Open Spline Combiner > Detect Intersections rollout.
2. Select the shapes you created.
3. At Action area, check Split option and leave Detach all elements on.
4. Uncheck Place helpers if it is on. Then press DETECT INTERSECTIONS.
5. Once the script has finished the task, you will get many individual splines, like you see in the 2nd graphic at the image above.
6. Now just select and delete the unnecessary splines, leaving only the ones that make the final shape.
7. Since the splines are individual objects, you need now to attach them all and weld their vertices. So, go down in the script’s UI and open the Tools rollout. Use the corresponding tools Attach Selected and Weld Vertices to complete the task.
Ready! You have now a clean and closed final shape.
Note: If you need to make this exercise but, instead of having different individual splines, you have a single shape containig many spline subobjects and want to keep it that way, you can use the options Splines of same shape and Refine. Then work in subobject mode to delete the leftovers and weld the vertices.
That’s all for now. If you have any doubts or consultations, please post a comment down here or write us through the Contact Form.
Hope you liked it! Cheers!
The following video tutorial shows the basic use of the main Spline Combiner tools.
The video was speeded up to make it more dynamic, but you can stop it as many times as you need to better follow the process.
It covers this 3 tools: Boolean Splines, Shape Cutter and Detect Intersections. Each tool has its own peculiarities but they are all very simple to use and understand.
If you have any doubt or consultation, please don’t hesitate to write us. You can comment down here or do it through this Contact Form.
Enjoy Spline Combiner! 🙂
In this tutorial we are going to explain how to make a transformation animation (morphing) between 2 shapes created with Spiros 3dsMax script.
At Spiros‘ introductory video, there’s an animation in wich a spiral shape morphs into a spherical helix that becomes the Earth globe (see the image above). That animation was made in 3dsMax with a little used technique: using the Morpher modifier to morph between splines.
This modifier is very powerful and it’s capable to make transformations not only between 3D meshes, but also between splines (and FFD lattices). The only restriction is the same as for meshes: splines must have the same number of vertices/knots.
Since Spiros let you set a specific number of knots for the shapes you create or modify, you can make any transformation between any shapes created with this script. Just make sure they have the same number of knots. Also consider to change the order of the knots in the spline (reverse it) if necessary, for getting a better result.
The better way to make this kind of morphing is to work on a single channel in the Morpher modifier. Just add all the shapes that will participate in the transformation to a single channel, then arrange the order of appearance and adjust the tension parameter to zero.
Try ity! There’s a lot of cool animations and effects you can do by morphing splines. Imagine you have many objects whose position or rotation depends on a path (path constrained) or they are wrapped to a spline (path deformed). If you animate (or morph) the spline, they will act in consequence. It’s an incredible tool for Motion Graphics animations.
That’s all for this tutorial. I hope you liked it and make great animations.
If you have any doubts or consultations you can leave a comment down here or write us through the Contact form.
In this tutorial we will learn how to model some ornaments in 3dsMax with Spiros, based on spirals and torus knot shapes, to make jewelry objects.
First, we’ll see how to create a bracelet with a triangular spiral shaped decoration. Secondly, we’ll learn how to make two different kind of pendants from torus knot shapes.
Before starting, let’s see which are the most common methods in 3dsmax to turn a spline curve into a volumetric mesh:
- Make the spline renderable (Editable Spline properties)
- Apply a Sweep modifier
- Use Loft compound object
- Use Path Deform modifier
- Extrude Along Spline (tool from Editable Poly)
In this tutorial we use a different method for each of the three cases, but you can use the method that better fit your needs, or the one you are more comfortable with.
Making the bracelet
As you see in the image above, the bracelet’s triangular decoration was made starting with a simple spiral object created with Spiros.
Here’s the process:
1. In 3ds Max, open Spiros and create a spiral shape on the top viewport, with the size you like.
2. At the script’s UI, set the following values: Turns = 4.0; Knots = 13; Curve type: Line.
3. Now you will have a triangular spiral. Rotate it so that the triangle points upwards.
4. Edit the spline as shown in the image, to make all the sements perfectly parallel and delete the extra segment on the left.
5. Add a Sweep modifier. Use the built-in section called “Half Round” as the profile shape. This will turn the spline into a volumetric mesh.
6. Adjust the Sweep radius so that the mesh does not overlap itself, until it looks similar to the image.
7. Convert the mesh to Editable Poly to clean the geometry, remove undesired parts and add detail wherever you like.
8. Subdivide the mesh or add tesselation to increase the mesh resolution for applying later deformation.
9. Model the tube for the bracelet.
10. Place the triangular mesh on top of the tube and apply a Bend modifier to make the triangle conform to the tube’s surface.
11. Add any necessary details to finish the bracelet, apply materials and you are done!
Making the pendants
The first pendant, a celtic knot similar to a flower with 4 petals, was made the following way:
1. In 3ds Max, open Spiros and create a torus knot shape on the top viewport, with the size you like.
2. At the script’s UI, set the following values: Foils = 4; Variant = 2; Star/Ring = 6.
3. Scale down the shape in Z axis to make it flatter.
4. Create a rectangle shape to use as the profile section.
5. Apply an Extrude modifier and make a very tall box, with 100 segments for starting. (The advantage of this method over using the Box primitive, is that you can set the number of height segments to a very high value)
6. Apply a Path Deform (WSM) modifier to the box and pick the torus knot as its path. Press “Move to Path”.
7. Go down in the modifiers stack and adjust the Rectangle dimensions to give the knot mesh a reasonable thickness and proportions.
8. At the Extrude modifier parameters, adjust the Amount and Segments until the knot looks closed and with a nice mesh resolution.
9. Zoom in the part of the mesh where the start and end of the knot meet. You will need to make both ends of the mesh match perfectly.
For that, go to the Path Deform modifier and adjust the Twist amount.
10. With 3dsMax snapshot tool, take a snapshot of the mesh. Then convert it to Editable Poly.
Now you can delete or hide the old mesh and path. You will work with the new object now.
11. Weld the start and end of the mesh. Perform some cleaning if necessary and then model any extra details you desire to finish the pendant.
Apply materials/textures and you are done!
The making of the second pendant, a 5-pointed star (or pentagram), will be explained very briefly because the procedure is very similar to the previous objects.
1. In Spiros, draw a torus knot with the following values: Foils = 5; Knots = 5; Curve type: Line. (or choose 5 Point Star preset from the dropdown list)
Tip: You can make Star shapes with the Torus Knot tool by setting the same number in Foils and Knots, and set the Curve Type to line.
2. At the spline parameters, make it renderable in viewport and renderer. Set the section shape as Rectangular and adjust its dimensions as desired.
Now you have the star mesh.
3. Convert it to Editable Poly. Perform some cleaning and then add the necessary detail to the mesh.
4. Model the ring to complete the pendant and then put both pieces together. Apply materials/textures and you are done!
Hope you enjoyed this tutorial. If you have any doubts or consultations you can leave a comment down here or write us through the Contact form.