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.
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