Atomic Perception

To get the plugin, download the Mesh Foot Windows installer. Aprox. 2.9Mb

The Poser To Max Remedy

Mesh Foot is a 3DS Max plugin that allows you to seamlessly integrate exported .3DS or .OBJ mesh sequences into existing scenes without re-animating, re-boning, or re-skinning anything.

This unique concept allows you to treat an imported mesh sequence as if it were video footage, simplifying the integration of Poser mesh exports into 3DS Max. Each Mesh Foot object has it's own Out-Of-Range Setting, Scale and Time Stretch updating within the scene as you scrub the timeline.

The Mesh Foot Modifier Rollout

Select a Mesh Foot Locator then click the Modifier TAB, this will bring up the Footage Properties of the Mesh Foot Locator. You will notice that it is simply a standard 3DS Max hedra object with a mf_Footage_Properties modifier applied to it.

The mf_Footage_Properties modifier is broken into four sections. File, Time, Appearance and Clone Along Path.

The fields in the File group are populated automatically when you browse for a mesh from the Mesh Foot Parent. You can, however, browse to a new mesh by clicking the Browse button. This will repopulate the fields with data relevant to the new mesh. While you can type directly in the fields to specify a mesh, the Footage Length property is only recalculated by the Browse button. The Child Name field is the name of the object that this modifier manages and the name of the texture in the Meditor for this managed mesh.

The fields in the Time group affect how the associated mesh loads over time. Typically a mesh sequence is finite. As you move through time, the various meshes of the sequence are displayed. When time moves beyond the length of the footage, the Out-Of-Range parameter comes into play. Time Multiplier and Frame Offset alter what mesh number of the mesh sequence is displayed for a given frame.

The fields in the Appearance group alter the way the mesh apears in the viewport and when rendered. You can enable or disable this single locator from updating on Time Change by toggling the Update check box. You can control the Visibility of the managed mesh in this group. Each mesh is linked to a material in the Meditor via the Material Slot parameter. Also each mesh is given a G-Buffer value for render effects. You can not use the standard scale tool on the mesh managed by the mf_Footage_Properties modifier. Instead, you must use the Scale Multiplier parameter provided here.

The fields in the Clone Along Path group create exact copies of the source along a Picked path. You must click the Use Path check box and Pick an existing path in the scene to use this feature. The Clone Count specifies how many more clones to create. If you create three clones, you will have a total of four meshes in your scene. The source mesh and three copies. The remaining parameters are mapped directly to the position Path Constraint applied to each clone and the source. Any animation or modification to the position Path Constraint should be done in this rollout and not the motion rollout of the managed mesh.

After Time Change

When the time changes, all Mesh Foot Locators are evaluated and their managed meshes are updated based upon their File, Time, Appearance and Clone Along Path settings. If Auto Update is turned off in the Mesh Foot Parent no managed meshes will be loaded or erased.

After Rotation

Sometimes when you load a mesh, it needs to be rotated to match the ground plane of the current scene. Typically you would do this by rotating the mesh directly, however, because each mesh is a managed mesh it is important to apply your roatation and translation to the Mesh Foot Locator instead of the managed mesh.