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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.



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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.


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Spline Cleaner: Quick Start Tutorial

Welcome to Spline Cleaner, a set of powerful tools for cleaning, repairing and organizing spline curves in Autodesk 3ds Max!


Spline Cleaner UI1. Unzip the content of the .zip file and then drag the “.mzp” file onto one of your viewports in 3ds Max . The script automatically installs itself.

2. A dialog called “Software Activation” pops-up. Enter your license key in the text field. (You received 2 license keys by email when you purchased the product).

3. If the license key is correct, Spline Cleaner will start.

4. To add the script to a toolbar, go to the Menu > Customize > Customize user interface…

5. Go to the “Toolbars” tab and pick the category “Spline Dynamics”.

6. The script’s name, “Spline Cleaner”, must be listed there. Just drag it onto a toolbar and you’re done!


This script comes with an interactive tool called the Splines Info Dialog, wich displays very useful information about the selected shapes/splines.

We strongly recommend you to keep this dialog open everytime you manipulate spline curves to have an instant feedback about their changes.

  1. Draw some splines and shapes  in your 3dsMax scene.
  2. Convert them all to Editable Spline (most of Spline Cleaner operations requiere Editable Splines to work. Otherwise you’ll get a warning message)
  3. Select the splines and open Splines Info Dialog (the topmost button).
  4. You’ll see there all the splines info: no. of shapes selected, no. of splines, segments, vertices, spline length, and more.
  5. Click the button Show/Hide Vertex Ticks to display all the spline vertices/knots.
  6. Make changes to the splines, add, delete and move vertices. Then re-select the splines or change the selection to update the splines info.

This tool can also make a diagnosis of possible errors on your splines, such as overlapping duplicates, double splines, overlapping vertices and empty shapes.


If you scroll down the script’s interface (UI), you’ll see there are more tools and other rollouts.

The main tools are in the first rollout. In the rollout named More Tools there are some complementary tools, such as Flatten Splines.

In the rollout Basic Parameters, you will be able to change the basic parameters of all the selected splines at once. Try it!

On the right of every tool’s title there’s a question mark icon. When you place the mouse pointer over this icon, a tooltip with help appears. If you click it, in most of the cases, a dialog pops-up showing an extended help.


To start trying the script, you can play arming and disarming shapes with many splines. You can do it very fast with Spline Cleaner.

Draw some shapes and splines and create some duplicates to have a bunch of curves. Use the tools Splines Info Dialog, Attach Selected, Explode and Weld Vertices to see how powerful this script is.

We hope you enjoyed Spline Cleaner. Check for more tutorials on this site!

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SuperHelix: Jumping Goat Tutorial


Hello fellows!

The goal of this 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.


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SuperHelix Quick Start tutorial

Welcome to SuperHelix, an Autodesk 3ds Max script for creating impressive custom helical splines for 3D modeling and animation!



1. Drag the “.mzp” file onto one of your viewports in 3ds Max . The script automatically installs itself.

2. To add the script to a toolbar, go to the Menu > Customize > Customize user interface…

3. Go to the “Toolbars” tab and pick the category “Spline Dynamics”.

4. The script name “SuperHelix” must be listed there. Just drag it onto a toolbar and you’re done!



Fortunately, Superhelix comes with a set of various presets wich make your life easier. They will help you understand how the tool works and to experiment its power in a matter of minutes.

For starting, there are 3 main controls you need to know. They are shown in the image on the left:

1. Presets list (at the top)
2. “Create Gizmo” (big button below presets)
3. “Make Helix” (big button at the bottom)

The script comes with 7 default presets. They show you a panorama of different things you can achieve with this script. Every preset defines specific values for each of the script parameters.

-> Try selecting different presets and look how parameters change interactively.

-> Now set back the first preset “Basic Spring” and press “CREATE GIZMO”.

A pop-up dialog appears, asking you to type a name for the Gizmo.

-> For now, just leave the default “NewGizmo” and click OK.

Instantly, a new Gizmo is created at the origin. But what’s a gizmo for SuperHelix script?
As you see, a gizmo consists of some helping objects: a root helper, a central spline and some circles (in this case, two). These objects are connected in a specific way so you can manipulate them and have a preview of the volume and shape of the final helix before making it.

-> Just press “MAKE HELIX” and see what happens.

A helix spline is created, according to volume of the gizmo. By default, the splines are created as renderable objects, but you can change that at the “Display / Options” rollout, at the bottom of the interface.

-> Delete the spline. Now, with the standard scale tool, scale down the top circle and then press “MAKE HELIX” again.

The spline now should look like a cone.

-> Delete the spline and try rotating the top circle about 45 degrees in x or y axis.

At this point i think you get the point, right?

You can move, rotate or scale the circles (wich are called sections), edit the central spline (called main path) or manipulate the root helper to move, rotate or scale the whole gizmo.

-> Play around with the gizmo and try different setups.

-> When you have played enough, delete the gizmo. (You will get a warning message. Just confirm the deletion)

-> Then, move on to the other presets and try one by one, modifiying the gizmos. You will discover many interesting things SuperHelix can do.



Just one important note to finish:

Each of the default presets comes with a singular predefined gizmo, but that’s just a shortcut. You can start with the Basic Spring preset and achieve any shape you want for the gizmo to create unique and amazing super-helices. As they say, the limit is your imagination! 🙂

Enjoy the tool, practice and come back for more! We have other tutorials and an image gallery waiting for you!