MX_Roundish Can't find it anywhere.

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Barn8799
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Joined: 11 Feb 2018, 22:35

MX_Roundish Can't find it anywhere.

Post by Barn8799 » 13 Feb 2018, 18:30

Hello guys,

I've recently decided to add XSI to my modeling arsenal even though Autodesk no longer supports it. I can't seem to find the MX_Roundish plugin anywhere on the web. I am talking about the one that was downloaded from Maxfoxlab. I did manage to find one that will turn my polygons into a circle but it doesn't have any type of menu that pops up that will let me adjust it further.

I am talking about the plugin that Vitaly Bulgarov uses for his Non-Subdivision concept modeling.

If any of you know where I can find it or perhaps provide me with a link you would be a life saver!

Thanks.

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rray
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Re: MX_Roundish Can't find it anywhere.

Post by rray » 13 Feb 2018, 18:45

Hi,

you can find it in our Resource section (link at top) . In the filter box, enter roundish. The maxoflab site is down but the "local backup" link still works.

It will open a property page with some settings (offset etc) when you call it (modify->polymesh)
softimage resources section updated Jan 5th 2024

Barn8799
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Re: MX_Roundish Can't find it anywhere.

Post by Barn8799 » 13 Feb 2018, 20:40

Hi thanks for your prompt reply I really appreciate it. I found the resource page you directed me too and typed in "Roundish" I managed to find the plugins you had mentioned with local backups however when I click the local back up link I get taken to this webpage full of code and the file does not download. Am I missing something?

I've attached a screenshot of what I get when I click the link.

Just for kicks I tried downloading the "Circularize" plugin too and I get the same result.

Again thanks for you prompt response. :)
Attachments
MX_Roundish.png

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rray
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Re: MX_Roundish Can't find it anywhere.

Post by rray » 13 Feb 2018, 21:32

This page is the plugin itself in binary form. I have no idea why this happens but it's not a problem.

You can download the local backup link with a right click, or you can drag and drop the link directly into xsi
softimage resources section updated Jan 5th 2024

Barn8799
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Re: MX_Roundish Can't find it anywhere.

Post by Barn8799 » 13 Feb 2018, 21:59

Oh okay perfect thank you so much I really appreciate it.

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rray
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Re: MX_Roundish Can't find it anywhere.

Post by rray » 13 Feb 2018, 23:25

you're welcome
softimage resources section updated Jan 5th 2024

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Rork
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Re: MX_Roundish Can't find it anywhere.

Post by Rork » 14 Feb 2018, 10:45

If you get the code gibberish, it means your browser doesn't understand the .addon format, as it is partly xml in the header.
Just right-click, or use something else to download the file. ;)
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

Talik
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Re: MX_Roundish Can't find it anywhere.

Post by Talik » 07 Aug 2023, 02:04

I don't know why but my Roundish plugin won't work on N-gons
https://www.dropbox.com/scl/fi/s8wbaepc ... bzwuu&dl=0

I'm watching Bulgarov videos. He is using this plugin on N-gons without any ptoblem.
https://www.dropbox.com/scl/fi/zk2lis0j ... rmo8n&dl=0

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FXDude
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Re: MX_Roundish Can't find it anywhere.

Post by FXDude » 13 Aug 2023, 02:48

Talik wrote: 07 Aug 2023, 02:04 I don't know why but my Roundish plugin won't work on N-gons
https://www.dropbox.com/scl/fi/s8wbaepc ... bzwuu&dl=0

I'm watching Bulgarov videos. He is using this plugin on N-gons without any ptoblem.
https://www.dropbox.com/scl/fi/zk2lis0j ... rmo8n&dl=0
Indeed does it seems to omit some points on Ngons

however, if you look closely at Vitaly's clip bit you posted :
... he seems to dissolve the inner-circle components after rounding the shape. ( or maybe ? .. it's not clear )

Image










But you can add segments, ( if starting from n-gons )
do the rounding, and then dissolve.



Here I froze modeling before dissolving, as it would mess with the result even if the dissolve happens after the roundish thing.
don't know why .. because it shouldn't.

So if you don't want to freeze the entire modeling stack, you can use ;
Edit > Operator > Collapse Operators
with the mxRounding op selected, which would "freeze" just that operator, and then you can dissolve the polys.

Image


BTW, for me it took forever to discover that (kinda hidden) command ( a few years ago ),
which is normally used to consolidate a bunch of "move point" ops (and or other ops), into a single "offset points" op,
by selecting them all and doing "Collapse Operators"
( also for faster evaluation for heavier meshes )

Also BTW (off-topic), since fairly recently can you link directly images, gifs, & mp4s from Dropbox, by changing the trailing "&dl=0" to "&dl=1",
and links last "forever".

Talik
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Re: MX_Roundish Can't find it anywhere.

Post by Talik » 13 Aug 2023, 16:54

FXDude wrote: 13 Aug 2023, 02:48 however, if you look closely at Vitaly's clip bit you posted :
... he seems to dissolve the inner-circle components after rounding the shape. ( or maybe ? .. it's not clear )
He is using an old version of XSI. In one interview he said that he is using 2013 version and won't upgrade because of amount of custom scripts he has. I've discovered that some scripts won't work on 2015 version like "select similar polys" script.

I've watched this many times. He can use it on n-gons. Here is another clip
https://www.dropbox.com/s/bcesg0qetd21u ... 1.gif?dl=0
But you can add segments, ( if starting from n-gons )
do the rounding, and then dissolve.
I need this for speed of modeling. Adding more actions to make roundings will make this operation longer. How to add segments in one click? Trianglation before roundish won't work (I've tested).

Or can we upgrade plugin for 2015?

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mc_axe
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Re: MX_Roundish Can't find it anywhere.

Post by mc_axe » 13 Aug 2023, 19:11

Workaround: Select nGon, ctrl+d, ctrl+del, hit u select the nGon, apply MXRoundish

Talik
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Re: MX_Roundish Can't find it anywhere.

Post by Talik » 13 Aug 2023, 22:37

mc_axe wrote: 13 Aug 2023, 19:11 Workaround: Select nGon, ctrl+d, ctrl+del, hit u select the nGon, apply MXRoundish
Thanks!
I have a crazy idea. What about a script that will do these routine combinations?

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mc_axe
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Re: MX_Roundish Can't find it anywhere.

Post by mc_axe » 14 Aug 2023, 14:04

The thing is you cant tell SI to select the polygons that you have in mind, so idealy we need a set of commands that also defines the selection after the colapse,
If someone can fix the bellow (read comments), scripts were never my forte:

(Starting from a selected nGon)

Code: Select all

LogMessage("\n\nPreparing Geom'");

MyNgon = "poly[5014]"; //Hardcoded, we need the actual polygon id
MyObj = "sphere"; //Hardcoded we need the actual name of the obj


SetSelFilter("Polygon");
SelectMembers(null, null, null);
DuplicateMeshComponent("."+MyNgon, siPersistentOperation, null, null, null, null, null, null, null, null, null, null, null, null, null);
GrowSelection(null);
CreateCluster(null); //Ideally the new cluster should get a unique name
ShrinkSelection();
ApplyTopoOp("Collapse", MyObj+"."+MyNgon, siUnspecified, siPersistentOperation, null);
SelectObj(MyObj+".polymsh.cls.Polygon", null, null); //Again the newly created cluster is simply named Polygon (that can be a nameconflict in a complex object)
SelectMembers(null, null, null);
GrowSelection(null);
ShrinkSelection();
ShrinkSelection();

LogMessage("\n\nReady to apply MXRoundish'");
/*
Apply MX-roundish through a command (if possible)
Freeze&disolve (optional)
Remove the first cluster
*/

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FXDude
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Re: MX_Roundish Can't find it anywhere.

Post by FXDude » 14 Aug 2023, 15:19

@McAxe
huh ! I was about to suggest the same thing !
( but didn't go as far as to making it )

and nice trick to preserve the poly selection after the delete op!
( growing the selection and saving to a temp cluster )

@Talik, If you ever want to make a script ...
do the whatever you want your script to do in the viewport,
copy from the log what you just did to a new script,
replace item name by current selection variable,

Code: Select all

// JScript
var sel = Selection;
var myFilter = sel.Filter;

' VBScript
set sel = Selection
set myFilter = sel.Filter

# Pythonu 
sel = Application.Selection
myFilter = sel.Filter
Test the script, and if all is good, register a command to assign a key to it,
or paste the code in a new toolbar button.

To register a command:
goto the plugin manager, and do :
File > Create new command

From the PPG, name the new command,
specify the scripting language you used ,
and click "Generate Code" button,
paste your script in the "insert your code here" part of the generated script,
save it, assign a hotkey to your new registered command and voilà !

Then make an "addon" out of it
(or not ... the script itself can also be fine)
File > Addons > Package
and share with the community ! :)

Talik
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Re: MX_Roundish Can't find it anywhere.

Post by Talik » 14 Aug 2023, 18:29

@FXDude, can you give example of using these code strokes in script? Espacially the JScript

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FXDude
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Re: MX_Roundish Can't find it anywhere.

Post by FXDude » 14 Aug 2023, 23:06

Talik wrote: 14 Aug 2023, 18:29 @FXDude, can you give example of using these code strokes in script? Espacially the JScript
Hi,
Heres a script I did for a thing I did way back called "cookie cutter" which would import a "mini rig" model,
put it under the current selection, would then create an ice tree and apply a specific Ice node.

Code: Select all

	// 
	// TODO: Put your command implementation here.
	// 

Application.LogMessage("Get_CookieCutter_Execute called",siVerbose);
	
TargetObj = Application.Selection(0) ;

SIImportModel  (GetInstallationPath2( 5 )+ ("\\CookieCutter\\CC-Op.emdl"))
    //import CC-Op model from addons folder

CopyPaste("CC-Op-Raw", null, TargetObj, 1);    
    // Move "CC-Op-Raw" from Orig Root Model to under TargetObj

DeleteObj("CC-Op");    
    // Delete now empty Orig Root model

AddICENode("GetDataNode", "CC-Op-Raw.modelnull.ICE-PickItems");
     // Add a 'Get Data' node 

SetValue("CC-Op-Raw.modelnull.ICE-PickItems.SceneReferenceNode.reference", TargetObj.name, null); 
    //  Set the new 'GetData'  to name of  TargetObj


ConnectICENodes("CC-Op-Raw.modelnull.ICE-PickItems.Get_or_Pick_Sources.ToCut_Object_InputName", "CC-Op-Raw.modelnull.ICE-PickItems.SceneReferenceNode.outname")
    //Connect it

SelectObj  ( "CC-Op-Raw" ) ;


SetValue("CC-Op-Raw.Name", "CC-Op-", null); 
// rename  to 'CC-Op-'  (will auto increment to 'CC-Op-1' if already existant ) 

 

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