Copyright (c) 2024
The MIT License (MIT)
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Compatibility
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2011, 2010, 2009, 2008, 8.x, 7.x
Operating Systems
History
Created: | 12/16/2008 |
Last Modified: | 04/24/2010 |
File Size: | 11.1 KB |
Keywords
Reviews Love it? Or maybe you want to share some creative ways you're putting this item to use.
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slumberlander said over 9 years ago:
So MARVELOUS, Delicious. still working in maya 2015 -
soyoungcheng said over 13 years ago:
Cool...It's a Nice Tool Thank you -
marc thur said over 13 years ago:
Thanks for making this available for Maya 2011. Super !! -
nowayfra said almost 14 years ago:
Although it works on most meshes there are always some who just do not want to be cutted properly. Here are a few hints how to handle such cases: - screw up the intersection search depth. Should eventually help when the final split paths are partially disconnected und thus the meshes arent separated - triangulate the mesh before using polyNurbsIntersect -perform a Cleanup on your mesh first. You can use the following command for this: polyCleanupArgList 3 { "0","1","1","0","0","0","1","0","1","1e-005","0","1e-005","0","1e-005","0","1","1" }; Hope it might help. -
nowayfra said about 14 years ago:
Only source polyNurbsIntersect.mel. The interface.mel script needs to be copied into a shelf button or beeing executed from ScriptEditor. AND make sure that your command interpreter is set to MEL. -
jbakis said about 14 years ago:
hello really like the sound of this I cant seem to get it to work when I tick any option I get source interface.mel; source polyNurbsIntersect.mel; source interface.mel; source polyNurbsIntersect.mel; // Error: Cannot find procedure "doIntersect". // source interface.mel; source polyNurbsIntersect.mel; // Error: Cannot find procedure "edgeLengthCheckON". // // Error: Cannot find procedure "maxAngleON". // // Error: Cannot find procedure "separateShellsON". // any help would be apprecitated -
nowayfra said almost 16 years ago:
hi, i had already tried to use the rayIntersect plugin and use a poly/poly intersection to cut a mesh but the underlying MFnMesh seems to be bound on checking each face of the cutting mesh with each edge vector of the mesh to cut. The method using a nurbs surface with the closestPointOnSurface is on average three times faster with meshes with a very high edge count and at least ten times faster with meshes with few edges. I guess the mathematical description of a nurbs surface allows a single equation with a given input point to query the distance - and even with additional mathematics to find out if an edge intersects this runs faster... Since the oeRay also bases on the MFnMesh i suspect an implementation wouldnt be worth the work -
jcarey said almost 16 years ago:
good job! you can totally speed it up (or lessen the load) if you use the oeRay python script for finding the intersecting edges quicker. just a thought for future improvements... i may try to slap some of that code in there and send you an update if i have time. thanks!
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