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PostPosted: Tue Mar 29, 2011 1:29 pm 

Joined: Mon Apr 11, 2005 10:47 am
Posts: 1516
Location: Germany
since it's nearly impossible for me to select scattered mxproxies directly in the viewport i thought of first scattering a set of instances of an object and replace them later by mxproxies after they have been properly positioned.
is there a function in max to replace instances by mxproxies?


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PostPosted: Tue Mar 29, 2011 1:52 pm 

Joined: Thu Nov 30, 2006 11:08 pm
Posts: 715
What modifier or method are you using to scatter the objects? Maybe I can help you with a script that does the job.


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PostPosted: Tue Mar 29, 2011 3:08 pm 

Joined: Mon Apr 11, 2005 10:47 am
Posts: 1516
Location: Germany
i use advanced painter (http://www.scriptspot.com/3ds-max/scrip ... ed-painter),
but the problem is that it is not very precise in following the borders of a given face (with bigger grass patches), so i have to correct this manually.


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PostPosted: Tue Mar 29, 2011 4:24 pm 

Joined: Wed May 04, 2005 1:40 pm
Posts: 1855
Location: ATHENS, GREECE
Check this too...
viewtopic.php?f=100&t=36462
It seems that scatter command in MAX turns the MWproxy to an editable mesh and all you get is a box...
With Crowd command you don't have such problems and I think the result is much better and editable.

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I won't sign it, if it is not a piece of art.. So far, I haven't done any...
Revit Architecture 2012, Max Design 2012, AutoCAD 2012, Moi3d, Maxwell, Octane ... and many working hours


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PostPosted: Tue Mar 29, 2011 4:40 pm 
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Joined: Wed Apr 13, 2005 4:58 pm
Posts: 3016
Location: Madrid
I use 3dsmax proxys for trees. I have one hi-poly version and one low-poly. Insert the hi-poly as xref object and exchange with the low-poly through modify panel. Save the file as proxy version and merge whenever I need it. Then paint it with Advance Painter.

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Last edited by Fernando Tella on Sat Apr 02, 2011 2:28 pm, edited 1 time in total.

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PostPosted: Sat Apr 02, 2011 10:45 am 
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Joined: Tue Dec 07, 2004 8:10 pm
Posts: 190
Location: En algun lugar del cantabrico
You can use this script to do it. Please notice that it's made for internal use, so there's poor interface, poor error control, etc, so save your scene before use it.

You must select only one instance.
The script: proxy_replace.zip

A small video showing the process: mwproxy.mp4

Feel free to improve it as you want

Regards

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Alejandro Suárez
www.motivacg.com


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PostPosted: Sat Apr 02, 2011 1:58 pm 
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Joined: Wed Apr 13, 2005 4:58 pm
Posts: 3016
Location: Madrid
Cool Jan! Easy solutions, as always. :D

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PostPosted: Sat Apr 02, 2011 2:12 pm 

Joined: Mon Apr 11, 2005 10:47 am
Posts: 1516
Location: Germany
thank you all!
and thanks Jan for the script! i'll try it :D

i have found another one that works quite good. The objectReplacer from the soulburnScripts collection (http://www.neilblevins.com/soulburnscri ... cripts.htm)
But for all these replacing actions you need three versions for every object - the original, the mxproy and a low poly dummy... if you only have one or two different objects this is ok, but with more objects it gets confusing...

So the better way would be, if we could get selectable proxys. :roll:


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