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I brought this for 3D Max 2017. PathDeform (WSM) on a PathDeform (WSM) fails but if you use a PathDeform modifier (non WSM) it works. It is useful for wiring but hoping Joker can fix this odd issue for Max 2017.
I’ll take a look into this. Thanks for the bug. I simple fix is to collapse it to an editable spline for now.
It’s generally not a good idea to do Path Deform WSM on top of one another, as it causes a conflict of knot location. Either way I’ll see what i can do.
Cheers. I was just doing what was in the video above, I was using editable splines as well. But I know ways to get around it, not the end of the world mate. I just felt it would be good for architecture (I use Lumion, I’m not a gaming artist)
I did upload 2 tests using 3D Max 2017, they are here if it helps 🙂
http://www.mediafire.com/file/gjeqmv1t73brnj0/cables+test.max
http://www.mediafire.com/file/yhydr7fiahx47uq/cabel+test+2.max
Great Toby! Thanks for the feedback, it’s greatly appreciated as always.
What am I looking at in these files particularly?
Hi John, well I was trying to show that your tutorial was not working the same way for me in Max 2017. The examples I uploaded should show the second cable does not wrap around the first like it does in your video above. I tried everything, but in the end as you say if I collapse it to a spline it works but that becomes a 3 step method. Its not the end of the world your script is still very useful…
Update: The cables2 file shows it works if I use a Path Deform (WSM) then a Path Deform normal modifier. But your tutorial above uses a clone of a Path Deform (WSM), it is this that fails for me as it refuses to work for me. Any clue would be grateful. Thank You…
I’ll look into it over the next few days and let you know. Have you tried it in 2016 just for the sake of argument?
Thanks John. Had surgery today so I will let you know in a couple of days. Appreciate the feedback though.
Toby