Page 754 - Kitab3DsMax
P. 754
Part VI: Advanced Modeling
Using the Mesher Object
You can use the Mesher compound object to convert objects to mesh objects on the fly as an animation pro-
gresses. This feature is useful for objects such as particle systems. After you convert the object to a mesh
object, you can apply modifiers that weren’t possible before, such as Optimize, UVW Map, and others.
Another benefit of the Mesher object is that you can apply several complex modifiers to a single Mesher
object and load it to a particle system rather than applying the modifiers to all the pieces that make up a
particle system.
The Parameters rollout of the Mesher object includes a Pick Object button. Click this button, and select an
object in the viewport to make the selected object an instance of the Mesher object. This action does not
delete the original object, and the Mesher instance is oriented to the Mesher object’s coordinate system. The
object name then appears on the button. You can change the object by clicking the button again and select-
ing a new object.
Caution
Do not delete the original object, or the Mesher instance also disappears. If you want to render only the Mesher
instance, then select the original object and hide it using the Tools ➪ Display Floater command. n
The Time Offset is the number of the frames ahead (values can be negative) or behind the original object that
the animation should progress. If the Build Only at Render Time option is set, then the Mesher instance is
not visible in the viewports but shows up in the final rendered image. You can use the Update button to
manually force an update of the Mesher instance after the settings for the original object have been modified.
When you use the Mesher object to create an instance of a particle system, the bounding box of the particle
system as it streams the particles becomes long and thin over time. This long, thin bounding box can poten-
tially cause problems with certain modifiers. You can prevent these problems by selecting an alternative
bounding box that doesn’t change over time. To select a new bounding box, select the Custom Bounding
Box option, click the Pick Bounding Box button, and click an object in the viewport. You can select the
original object as the new bounding box. With the Mesher object selected, the bounding box is shown in
orange wherever it is located. The corner coordinates of the custom bounding box are displayed under the
Pick Bounding Box button. Mesher objects can also be used as Particle Flow events, using the Add and
Remove buttons at the bottom of the Parameters rollout.
Cross-Ref
Chapter 41, “Creating Particles and Particle Flow,” provides more information on working with particle systems. n
Working with BlobMesh Objects
BlobMesh objects are simple spheres. If you have only one of them, they aren’t interesting at all, but if you
get them together, they run into each other much like the metal mercury. This makes them an ideal choice
for modeling flowing liquids and soft organic shapes.
BlobMesh objects are used as sets of objects rather than as individual objects. If you click the BlobMesh but-
ton in the Compound Objects subcategory and then create a BlobMesh in the viewports, it appears as a
sphere with the radius set using the Size parameter. The real benefit comes from clicking the Pick or Add
buttons below the Blob Objects list and selecting an object in the scene.
706