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deconstructor

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manual

Pick Object: Pick the object you want to process. You can pick every geometry object you like, but it will be converted to editable poly before processing. This is because processing NURBS, or objects with stacked modifiers slow the progress down, and the deconstructor output will be poly anyways. You can't process multiple objects, if you want to do so, convert one to editable mesh/poly and attach the others
You shouldn't transform an already picked object. move and scale is ok, but rotating requires deconstructor to update the bounding box, you should pick the source object again to prevent unexpected results.

Region, Object Extents: When activated, deconstructor automatically detects the object extents and creates a blue bounding box.

Region, Manual: Allows you to transform the bounding box, to change the slice region. You can move and scale it, but you are not allowed to rotate it. Rotate the source object to change slice orientation. Remember to pick the source object again if you changed it, to refresh the object data.

Region, Show Bounding Box: Shows or hides the bounding box. The bounding box helps you to see what will happen to your object, it shows the slice region and subdivisions. Please don't try to manipulate or delete the bounding box.

Subdivisions, X-Y-Z: The amount of subdivisions along the world coordinate system (not local). Be carefull with the settings, high values will result in a huge amount of objects. If you have not enough memory max/VIZ might crash. You should be able to cancel the progress before this will happen, though.

Start: Starts the deconstruction. You can cancel the progress with the cancel button, next to the progress bar. you can also undo the result.

Advanced Settings (don't touch if you're not sure ;)

Prefix Name: The name prefix of the resulting objects. A number value will be added. You should give every deconstructed object in the scene an unique name, so that you can easily find and select it.

Color: Allows you to define the object wireframe color. If you don't have a material assigned, it will also be the shaded color.

Random Object Colors: When activated, you will get different object colors for every deconstructor fragment. This only works if 'assign random colors' in max/VIZ is activated.

Viewport Update Rate: This setting doesn't affect the output at all. Its about how often the viewport is being updated during the progress. Level 3 is funny to watch, but very slow with a high amout of subdivisions. Stay with Level 1 for resonable speed and to still know whats going on.

Keep Original Geometry: Leaves the source object untouched. if you want to keep it, you should hide it, otherwise you will have overlapping geometry.

Make Solid Fragments: When activated each fragment will be solid geometry. When deactivated you will get an empty hull. Remember that you have to assign a 2-sided material to see the inside.

Save Settings: Saves the current dialog settings into the "$plugcfg\ml_plugins.ini" file. please don't modify this file by hand. The saved settings will be recalled with each start of deconstructor.

Load Factory Settings: Resets to the default settings, as seen in the screenshot on the left. If you want deconstructor to start with the factory settings each time press 'Save Settings' after you loaded the factory settings.
 

screenshot



 


©2002 Marc Lorenz / ml_plugins