Using the Mesher Object


You can use the Mesher compound object to convert objects to mesh objects on the fly as an animation progresses. 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 tie 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 selecting 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 image from book Display Floater command.

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 potentially 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 35, "Creating Particles and Particle Flow," provides more information on working with particle systems.




3ds Max 9 Bible
3ds Max 9 Bible
ISBN: 0470100893
EAN: 2147483647
Year: 2007
Pages: 383

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