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.

Managed Mesh Modifiers

The Mesh Foot system manages any modifiers that are placed on a managed mesh. Any new modifiers that are placed on the stack will be managed by Mesh Foot.

The Path Deform modifier is a great way to make a managed mesh move where you want it and bend while going there. Common animation tasks like walking around corners or tracking the contour of a landscape are easily accomplished with Path Deform.

1.) Reset Max

2.) Create a Mesh Foot Parent by clicking on the Create TAB then the Helper icon.

3.) Browse to the horse footage located in the Meshes folder of the 3DS Max root. Select the first frame in the mesh sequence.

4.) Draw a path for the horse to follow.

Advance the time slider and you might see something like this.

5.) Select the managed horse mesh, not the Mesh Foot Locator.

6.) Add a Path Deform Modifier to the managed mesh.

7.) Click the Pick Path button and select the path you just created.

8.) Set the Deform Axis to Y and turn on the Flip check box. This will coarsely align the Path Deform path with the one you have drawn as shown below by the orange line.

9.) Select the horse and use the Rotate tool to align the Path Deform Path with the other path. This orange line is only visible when an object that has a Path Deform Modifier is selected. It will disappear when you select the locator.

As you rotate the horse observe the numbers moving in the bottom status bar of 3DS Max. When the path is aligned, write down or remember that number. In this example, it is 45 degrees.

Go ahead and advance the time slider. The horse jumps back to it's previous rotation. This is because it is a managed mesh. We need to apply the rotation to the locator.

10.) Select the Mesh Foot Locator and rotate it to the number you visualy cued up when the path deform was active.

Advance the time slider and you should see something like this.

NOTE:The horse will not actually move down the path unless you animate the Percent parameter in the Path Deform modifier rollout.

Right-Click on the Play button to bring up the time configuration settings. Set your animation length and dismiss the dialog.

Click Rewind. Turn on Auto Key and set the Percent to 0.1. Click Fast Forward and set the Percent to 100.0. Turn off Auto Key and scrub the animation.

You can view an exagerated finished animation of the path deform effect here.