created TreeGen, a 3DS Max script that generates cheap realtime trees.on 01-12-2012 03:09 AM
Hey guys, This is the thread for my TreeGen script. It's a free 3DS Max script that I thought i'd share with you all. It's the fruit of my MaxScript learning binge which i've been learning in my free time.
Here is a quick set of instructions for using the script.
To install: drag and drop the script into the max viewport. then go to Customize>CustomizeUserInterface, and you can find the script under the category "Tree Generator" just set a hotkey and you're good to go!
Adding Leaves: The script uses user selected leaf mesh, in which the position of the pivot point must be at the base of the leaf mesh, and the Z axis has to be pointing down the direction of the branch, and the Y axis should be pointing THROUGH the mesh, if that makes sense... you'll see that your leaf meshes look a bit strange on the branch if you don't do this.
Adding Materials: You add a material to the branch meshes by choosing one with the "Choose Bark Material" button in the bottom left.
I've noticed that sometimes the script will start to chug. I'm not sure why it does this, but that's why we have a beta! And that's also why i opened sourced it!
PS - If the script breaks and just delete your tree and restart the script and try not to do what you did until i fix it. Also, don't forget bug report!
Here is a screen shot of the UI in case anyone has any reference questions on it.
Last edited by Ryan Smith; 01-12-2012 at 04:43 PM..
It looks really cool and usable. Can wait to test it.
One posible feature request is to allow user to adjust normals of the leaves, so all the normals have same direction. -sometimes its handy
But as far as my experience go - normal adjusting is not well supported in max. There is only edit normals modifier - but once you merge two models, normals are reseted.
LotekK -- yes i'm going to be releasing the source code for this.
tom.drin - The script works by having the user select their already made leaf meshes... these meshes can have an edit normals modifier on them and it will work just fine. When you bake the tree, i'm not merging any meshes at all, everything remains seperate. you dont need to merge anything in order to get it into udk, you can leave the meshes as seperate elements.