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Q-Proxies: Presets & Mesh Types

Q-Proxies comes with 7 useful Presets that help you quickly setup the main parameters for generating proxies, according to the type of objects you are working with. They cover the general categories of : rocks, vehicles, vegetation, sculptures and characters.

Before digging more into how the presets work and how to use them properly, it’s better to know which are the type of meshes this plugin can generate to use for proxy objects.

Proxy Mesh Types

The plugin gives you 5 different alternatives that you can use as a proxy mesh:

  • From Source (also Lowpoly): uses a copy of the original mesh. If you set Use Polygon Reduction on, then you will get a lowpoly version of the source object.
    (This works generally good for most cases, except for those objects that contains a lot of submeshes o tiny faces, like vegetation, wire fences, nest-like shapes, etc.)
  • Convex Hull: creates a convex mesh that wraps original mesh, with a very low resolution.
    (Recommended when require to have very lowpoly proxy meshes but they don’t need to accurately represent the original object’s shape. Very useful for cars, rocks and many others)
  • Box: creates a box mesh from the local bounding box of the object.
    (Useful for objects whose shape resembles a box and they don’t have a main role in the scene, like very distant buildings, packing boxes, containers, etc.)
  • Vertex Cloud: shows only the vertices of the original mesh. If you activate Polygon Reduction, you can control the amount of vertices shown.
    (Very useful for vegetation, wire fences, nest-like shapes, etc.)
  • Custom Mesh: lets you pick a custom mesh for your proxies.
    Make sure the object you pick has no transforms and its pivot is placed according to how it is set in the objects you are going to replace.

As you see, there’s a wide range of options to choose from, to cover all your needs. Some are very lowpoly and lightweight, but just give you a very raw representation of the original object’s shape. Others look very similar to their reference but having much more polygons. Others, like vertex cloud, are lightweight but take more time to be generated. It is about you to pick the better option for what you need. And there are also the Presets to help you.


There are 7 default presets to make a quick setup for creating proxies. These presets were thought based on different categories of objects, but every option may be suitable for other type of objects too. They are just generalizations.

Although Q-Proxies can process many different kind of objects together at once, if you plan to create proxies for different type of objects at the same scene, it is advisable to work them separately, in steps. That way you will ensure to process every type of object in the most appropriate and efficient way.

Each preset configures the options that mainly define:
to treat an object as static or animated; to apply polygon reduction or not (and how much); to bake the object’s animation or not; to turn grouped objects into a single proxy or not; what type of proxy mesh is better to use.

These are the presets, with a little description of what they do:

  • Deafult: suitable for most cases. Uses original mesh with a moderate polygon reduction.
  • Rocks/Stones: makes a quite lowpoly version.
  • Vehicles – static: uses Convex Hull as mesh type and turns grouped objects into a single proxy.
  • Vehicles – animated: makes a lowpoly version, keeping all objects separated to handle animation.
  • Vegetation: uses Vertex Cloud mesh type for a more efficient representation. Also suitable for wire fences and objects with multiple submeshes.
  • Sculptures/Statues: creates a lowpoly version, with enough vertices to preserve some detail. Also suitable for still characters.
  • Animated Characters: it bakes the character/vertex animation to a lowpoly version, attaching all character parts.

The recommended procedure is to firstly choose the preset that better match the type of objects you want to replace, and then adjust the parameters if necessary.

Apart from using the default presets, you may want to create your own presets. For that porpose, there are the Load and Save options, which let you store preset files to disk and reuse them later.

That’s all for this tutorial. If you have any questions or consultations, just write us throught the Contact form. Take a look at the other tutorials and the plugin’s manual for further learning.

Cheers! 🙂

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Q-Proxies Quick Start Tutorial


People who usually work with heavy 3dsMax scenes, with a great amount of objects and polygons, often have to struggle against 2 factors:

  1. Low viewport performance, wich makes scene navigation and manipulation a real pain.
  2. Giant file size, wich causes very long loading/saving times.

These problems result in frustration, wasted time and a low productivity.

Q-Proxies helps you quickly downsize your heavy scenes through the automatic creation of proxy meshes, amazingly improving the viewport performance and reducing the loading/saving times. It’s an extraordinary timesaver that will greatly speed up your workflow and make your life much easier.

How it works

Q-Proxies helps you identify meshes in your scene with a high number of faces, through the use of object filters. Then, automatically replaces them with proxy meshes, wich are generally lowpoly versions of those objects, and stores the original ones (called references) in separate 3dsMax files. When you make a render, the high-resolution references are temporarily brought back to scene, aquiring the changes you made to their proxies.
This way you end up with a lightweight scene, with smooth viewport navigation, that loads and saves much faster, so you can work comfortably and efficiently.

The main difference between Q-Proxies and other proxy objects (created with third-party render engines or plugins) is that the proxy creation process here is automatic. You don’t need to manually build your proxies one by one, or plan how to optimize your scene before you actually create it. Q-Proxies can generate multiple different proxies at once, fast and effortlessly. And the best of all, it’s compatible with all render engines and third-party proxy objects, because it works independently from the current renderer and uses 3dsMax standard Editable Meshes, wich you can edit at any time.

The general procedure is:

  1. Set wich objects to convert to proxies / Configure Object Filters.
  2. Select the Preset that best match the type of objects you are targeting.
  3. Optionally, adjust a few proxy creation parameters (like mesh type, polygon reduction, animation baking, etc.)
  4. Press ‘Generate Proxies’.


The plugin’s UI has 5 different sections. The 3 main sections are the ones initially visible when you run the plugin:

  1. Object Filters
    Include options for filtering your scene meshes by number of faces, size, static/animated, and others.
  2. Create Proxies
    Here you setup the parameters for creating the proxies: type of proxy mesh, amount of polygon reduction, bake animation, etc.
  3. Display/Render Options
    Controls to set how to display proxy meshes in scene and whether to activate or not the replacement of proxies during render.

There are 2 more tabs at the middle, with advanced options and help (Manage/Tools and Help/About), wich are not covered by this introductory tutorial.

Quick Starting Example

Let’s pretend we have an architectural interior scene: an art gallery. For simplicity, this sample scene will contain just 2 elements of the art gallery: columns (cylinders) and sculptures (teapots).

So first, we are going to build this simple scene with high resolution meshes to make it heavy, and then we will use Q-Proxies to reduce it to a very lightweight scene.

  1. In a new 3dsMax scene, create a cylinder to represent a column. Give it 5 height segments, 1 cap segment and 24 sides. The radius and height don’t matter.
  2. Make 6 instances in total and arrange them like the image above, to place our sculptures in the center, surrounded by the columns.
  3. Create a teapot to represent a scuplture, with about 1/3 the height of a column. Give it 64 segments and add a TurboSmooth modifier to it, with 1 iteration. Convert it to Editable Mesh.
    So now it will have more than 1 million faces. This will be our high resolution mesh.
  4. Now make 10 copies in total (not instances). Arrange them the way you like, in the center of the scene. Save your scene.
    You have now a scene with more than 10 million faces (triangles), with a file size of about 452 Mb. Check it out.
    Supposing this is a very complex scene, with lots of objects, polygons, modifiers, textures, etc, you would be probably experiencing a low viewport performance and waiting too long for saving and loading the scene. So we’ll use Q-Proxies plugin to solve this problem.
  5. Open Q-Proxies. (If it was already open, please close it and re-open it, so it resets to default values)
  6. Let’s assume that the objects in our scene are hard to identify and select. So, let’s use Q-Proxies filters to identify the high resolution objects, so we can replace them later with proxies.
  7. Go to Objects Filters section (at the top) and check the radio button called All Geometry, instead of the default Selection. This tells the plugin to operate on all geometry in scene, not only on selected objects.
  8. Leave the other options by default and press the ‘Select‘ button at the bottom right of Object Filters section. This selects filtered objects.
    A message appears: “No objects found after filtering”. That’s because the ‘Max. num. faces’ value is too low. Our teapots have more than 1 million faces each one.
  9. Increase this value to 2,000,000 (2 million). Press ‘Select‘ again.
    The 10 teapots are now selected.
  10. Go down in the UI to the bottom of Create Proxies section and locate Presets. Choose the option ‘Sculptures / Statues’.
    These presets help you quickly setup the main parameters for the proxy creation process.
  11. Press the big button ‘GENERATE PROXIES’.
  12. A message will show up, asking you to confirm the action. Go on.
  13. In this case, another message will show up: “There’s a lot of information to process. […] Continue anyway?”.  (If you process more than 500 objects or 1 million polygons, this additional warning will appear). Confirm again.
  14. Q-Proxies will start processing the objects and generating the proxies.
    It should take no more than 10 to 30 seconds in this simple scene.

When the process ends, please save the scene with a new name to compare it with the previous.

Now you will notice some incredible things in your scene:

  • If you deselect all and see the scene in shaded mode, there’s almost no difference. The general look of the objects was preserved.
  • Every teapot is now a lowpoly mesh, with about only 1,300 faces.
  • All teapots are now instances of each other.
  • Every teapot is an Editable Mesh with a modifier applied, called ‘Proxy Attributes‘. This means that object is now a Q-Proxies proxy mesh.
  • The whole scene has now less than 15,000 total faces!
  • The scene file size was amazingly reduced to just about 650 kb.

This is the magic of Q-Proxies! 😀

Now zoom in to one of the teapots, place a camera and render a very close-up shot. Use any production renderer.

You will see the high resolution mesh at the render!

Now, while you easily manipulate a very light scene, with low resolution proxies, everything looks great and polished in the final render.

I hope you enjoyed this starting tutorial. Just play around with the plugin and its parameters and take a look at the other tutorials and the plugin’s manual for further learning.

Cheers! 🙂

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SubSpline – Quick Start Tutorial

SubSpline is an Advanced Subobject Selector & Material IDs Editor for spline shapes in Autodesk 3dsMax.

With this plugin, you can edit your shapes way faster, using its smart and efficient tools for selecting vertices, segments and spline subobjects.

SubSpline is also the perfect tool for managing the material IDs in your splines, due to its extensive set of functions ment for this porpose.

Some tools in this plugin work only in subobject level (like the ones in Select Subobjects section), while others can work both at base or subobject level. See the image above.

SubSpline was ment to work in parallel with 3dsMax Editable Spline tools. You can switch between the different subobject levels directly from the script’s UI, with the vertex/segment/spline buttons, at the Main Panel.

Vertex/Segment/Spline (icon buttons):
These 3 check buttons are clones of the ones in Editable Spline parameters and have the same function: enable or disable the corresponding subobject level edition.
When active, all the controls in Select Subobjects section become enable and ready to operate.
You can hold CTRL+button to convert the current subobject selection to a different type (like you do in 3dsMax Editable Poly).

Select an editable spline shape and start playing with SubSpline tools. The pugin is very intuitive and easy to learn.
You will really speed up your workflow and reduce your spline editing times by half.

If you are a user of iToo Software RailClone plugin, SubSpline will open a world of exciting new possibilities for you. It’s a great tool to manage spline material IDs, fast and efficiently.
Here’s a great RailClone & SubSpline Tutorial.

For further information and detailed description of every tool in this plugin, please check the SubSpline Manual.


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SubSpline Tutorial: Working with RailClone

This video shows the great advantage of using SubSpline 3dsMax plugin to complement and maximize iToo Software RailClone‘s capabilities by managing spline material IDs fast and efficiently.

Note: If you are not familiarized with the use of spline material IDs in RailClone, we recommend you to first see this tutorial.

For further and detailed information about SubSpline tools, please refer to the SubSpline Manual.

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Spline Refiner Basics – Tutorial

General Considerations

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.

Equalize Subdivision

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.)

Increase Subdivision

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!

Additional Tools

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.

For further information please see Spliner Refiner’s Manual.
If you need help or have any consultations or suggestions to make us, please don’t hesitate to write us through this Contact Form.

Enjoy Spline Refiner!

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Spline Combiner Booleans: Limitations & Workarounds

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:

  1. Select the shapes
  2. Open Detect Intersections rollout
  3. Tick ‘Between different shapes’
  4. Choose ‘Split’ option and ‘Detach elements’
  5. Press ‘DETECT INTERSECTIONS’ button. The script breaks the splines apart by intersections, detaching all curves.
  6. Delete the unwanted parts manually
  7. 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.



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SuperHelix: Jumping Goat Tutorial


Hello fellows!

The goal of this SuperHelix tutorial is to make an animal, recreating its volume using helical splines. In this case, we chose to do a goat but you can pick any animal you like.

To accomplish that, you should first search for reference images on the web to observe the volume of the animal body. Then, find or make a vector drawing of the profile of the animal in a pose you like. (Here’s the silhouette of the jumping goat to download).

Open 3dsMax and create a plane with this last image in the front view to use as reference.

Next, you should draw spline curves along the center of the silhouette. One curve for the body and head, one curve for each limb and another curve for each of the appendices (tail, horns, antennas, etc.). See the image below.


(In this example, we only needed to draw 4 curves).

Now run SuperHelix to start creating the helical splines.

Hide all curves, except the one for the body, to have a cleaner view.

In Superhelix, create a simple gizmo with the “Basic Spring” default preset.

Then, click “Pick Custom Path” button and select the body curve. The main path of the gizmo is replaced for a copy of the selected curve.

Now click on “Move to path” to align the gizmo to the current curve.


Next, you need to create sections along the main path of the gizmo, as if you were placing scale keyframes along an extrusion path.

Tick the checkbox named “Add one section per vertex”. This will help you make things faster.

Then click “Add Section”. One section circle is created at every knot of the curve.

Adjust the scale and rotation of every section to adjust them to the body shape and “flow”.



Now click “MAKE HELIX” to see how the resulting helix looks like.

Smile! You almost have the body ready. 🙂

Try varying the thikness of the spline (at the Display/Options rollout) untill you are happy with it.

At this point you’ve probably got the idea of how to continue.

Just repeat the same procedure for all the parts of the animal with the curves you drew. This way you will build all the gizmos you need to generate the splines.

Note for users of SuperHelix Free version:
The Free version can handle only up to 3 gizmos at a time per scene. So, if you need to create more than 3 gizmos, like in this case, do the following:
1. Once you have your first 3 gizmos ready, select them by their layers into the layer manager, and then save the selection to a new .max file.
2. Then, delete them from scene.
This way you are ready to start creating new gizmos and all your gizmos will be saved for future edition.
If you need to do this frequently, consider to purchase SuperHelix Pro for a very affordable price.


For creating limbs in pairs (for example, for legs and arms), you only need to have one gizmo ready and then duplicate it with the “Duplicate current gizmo” button. It is located below “CREATE GIZMO” and named “DD”.

You can move, rotate or scale the gizmos using the point helper of each gizmo (displayed as a box).

You can also perform a non-uniform scale on section circles to have a better look on joints or other parts.


Make final adjustments. Try changing the number of turns and the spline thikness. Check the volume and flow in general.



That’s all for now!

We hope you enjoyed this tutorial.

You can post your comments bellow or at the users forums.

We want to see your amazing work with SuperHelix. Post your images or send us your renders if you want us to publish them in our Image Gallery.