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Spline Combiner: Shape Cutter tool

Hi guys!

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 > GeometryCompound 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.

Cheers!

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Spline Combiner: Handling Spline Intersections

Hi guys!

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!

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Spline Combiner: The Basics

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! 🙂

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Spiros tutorial: Morphing spirals

In this tutorial we are going to explain how to make a transformation animation (morphing) between 2 shapes created with Spiros.

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.

Cheers!

 

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Spiros tutorial: Making jewelry

In this tutorial we will learn how to model some ornaments, 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

Celtic Knot

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!

 

5-Pointed Star

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.

Cheers!

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TurboSplines tutorial: Creation, Edition & Animation

Here are 3 videos that will show you tha basic procedures for creating, editing and animating your path deformed meshes with TurboSplines 3dsmax script.

This video will show you how to use the tools in the Creation section to quickly make path deformed meshes.

  • Load your paths
  • Use different mesh types (cylinder, box, capsule, ribbon, custom profile, custom mesh)
  • Create multiple meshes per path
  • Add extra features to your meshes: Taper, Tip, Slice start/end

This video shows how to use the tools in the Edition section.

  • Change basic parameters (radius, sides, segments, height)
  • Edit and animate Path Deform properties
  • Copy/Paste parameters between meshes
  • Apply variation to get a more appealing look.

This video shows how to use the tools in the Animation section.

  • Set Animation type: move, grow, reveal
  • Configure Animation start and length
  • Apply Offset and set animations order
  • Adjust Path Percent values
  • Set an Easing

For further information about TurboSplines, please check out the other tutorials or go to the TurboSplines Manual.

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How to get interesting splines to feed TurboSplines

There are many ways to get appealing spline curves to work with in 3ds Max.
Here’s a bunch of ideas to boost your imagination:

3dsMax parametric shapes

The standard parametric shapes of 3dsMax are generally not interesting enough to make nice splines for animation. However, with a little of creativity, you can get very nice-looking curves from them.

For example, a combination of overlapping circles or concetric circles arranged to fit a specific design or porpose can make an outstanding animation with very little resources.

Another powerful method is to use text shapes with interesting typography. Just convert them to splines and add some fillet on the corners to get a smooth deformation when using TurboSplines.

Import them from vector software

You can design your curves using a 2D vector software such as Adobe Illustrator and then import them into 3dsMax.

If your splines are imported with a lot of unwanted knots, gaps and other common errors, you can use our great Spline Cleaner to clean and repair them easily.

Trajectories

Natural and harmonic movement is an amazing source of beautiful splines. 3dsMax comes with a tool to convert any trajectory to a spline (see the Motion Panel). So if you already have animated objects or characters in your scene, use them as your source of splines.

If you want a tool capable of extracting trajectory splines from many animated objects, bones or even particle systems, try our free script called Trajectory to Spline.

Edge Loops

Meshes with a smooth surface and clean topology are also a good source of splines. You can select edge loops that surround the mesh and use the Create Shape from Selection tool from the Editable Poly parameter interface.

Some 3dsMax primitives, such as the Torus Knot (in Extended Primitives) can produce mathematically perfect and beatiful intricate splines.

Shape sections

Another way of extracting splines from meshes is to perform a cross-sectional slice through them, using 3dsMax’s Section Tool, located at the Splines creation section.

Plugins and scripts

There are a lot of nice plugins and scripts for making gorgeous splines. Many of them are free.

Go to Scriptspot.com and make a quick search in there. You will find plenty of useful spline generators.

A great tool for this our SuperHelix Free. Try it!

Draw your own splines

Of course you can draw your custom splines directly in 3dsMax. Just make sure they flow smoothly through your scene’s space.

You can use the Array tool to make interesting arranges of splines if you need to.

 

That’s all for now. If you have specific doubts or consultations, you can contact us through the contact form or leave us a message at our Facebook Page. Cheers!

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TurboSplines: Quick Start Tutorial

Welcome to the wonderful world of TurboSplines! 😉

With this quick start tutorial you will learn how to work with this script and begin to familiarize yourself with its tools. For that, we will create a simple scene with some growing splines.

You can access the following image from TurboSplines Help section, clicking the Quick Start Tutorial button.

The instructions in the image guides you through the typical steps required to create a “growing splines” animation.

These are basically the steps to follow, even simpler:

  1. Draw or prepare your splines (they will work as paths for Path Deform modifiers)
  2. On TS Creation section, go to Source Paths area and load your paths. They will be listed there.
    (The steps 3 and 4 in the image are not necessary for this example, but you can do them to learn a little more about TurboSplines tools)
  3. Press (RE)BUILD GEOMETRY button. This will create one path-deformed cylinder for every spline. They will look the same as if you created renderable splines. The big difference is this way you can make them grow!
  4. Go to TS Edition section and change the Radius parameter to adjust the width of your meshes as desired.
  5. Go to TS Animation section and change Animation Type to GROW (stretch).
  6. Finally, press CREATE/MODIFY ANIMATION button (at the bottom of the section).

Now play your animation and you will see your cables growing.

This is just a quick sample of the power of TurboSplines. Play a while with all the script parameters and you will be able to make your scene and animation as complex as you like.

Maybe at some point of this tutorial you wondered this: why can’t I directly animate my renderable splines??

Well, here’s a good news: you can! 🙂

The porpose of this tutorial was to show you an overview of TurboSplines’ workflow, but if you only need to make growing splines, there’s an extremely simple way to do that:

  1. Just start directly with your renderable splines.
  2. With your splines selected, go to the TS Tools section and press Convert from Renderable Splines.
  3. Go to TS Animation section, set the Animation Type to GROW and finally press the big button at the bottom to create the animation.

You we’ll get the same result in less steps, leaving to the script only the animation part. Then you can modify the meshes with TurboSplines since they will be now TS meshes.

We hope you enjoyed TurboSplines. Check out the other tutorials and videos for further learning.

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