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.

Time Stretch

Mesh Foot can perform Time Stretch on a mesh sequence the way a compositing program can perform Time Stretch on a image sequence. As the Time Multiplier increases, so does mesh sequence rate. As the Time Multiplier goes down, the mesh sequence slows down.

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.) Click on the Mesh Foot Parent then the Modify TAB.

5.) Click the Pick button and select the Mesh Foot Locator.

6.) Click the Replicate button.

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

The horses are unique and out of frame and time with each other. What we want, however, is for them to have the same Frame Offset so we can observe the results of time stretching.

7.) Select each Mesh Foot Locator and edit their Frame Offsets, setting them to zero.

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

As you can see, the meshes more closely align. What we are viewing now are the effects of Time Stretch.

The time stretch, however, was randomly chosen by the Variance parameter when the Replicants were generated, what we want to see is the spectrum of frames distributed by percentage increments across the footage length.

8.) Once again, select each Mesh Foot Locator and edit their Time Multiplier, setting them to these values.

Mesh Foot Locator 1 time multiplier = 0.2

Mesh Foot Locator 2 time multiplier = 0.4

Mesh Foot Locator 3 time multiplier = 0.6

Mesh Foot Locator 4 time multiplier = 0.8

Mesh Foot Locator 5 time multiplier = 1.0

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

Now we see a more even distrubution of all the frames over the mesh sequence all in one frame. By slowing time down for a managed mesh, you can effectively create a Bullet Time of any speed.

You can view a finished animation of the time stretch effect here.