tube faillure

    Aug 04 2012 | 6:14 pm
    2 question ?
    - i do a kind of snake used vishnu and shiva to make tail from boids3d point. next i send it on a to draw it. if i used "line" pathstyle all is ok, but if i used "tube" i have a big disorder ! draw flare up !!! i don't understand why...
    if you have a suggested ?
    - my second step is to let a shadow of the "snake" movement, like a feedback effect.
    i used 2 matrix in view, and change the dim properties to change the "lenght feedback", but when i change value the matrix erase and i can changing it gradually.
    how i can do this ?
    my goal is to create a smoke draw like a cloud or nubula, a kinking of slime drawing by boid point. i have search to make it with slab object but not good result. but i think he can do better result...
    if anyone can help me about the process, it's welcome.
    in link an example patch

    • Aug 05 2012 | 2:03 pm
      Salut oranoutan
      for your first question,
      if you set the dim to "10 2" to "aaa jit.matrix" in your poly, it 'll work...
      Even more you use a 5 plane matrix why ? the great thing on is the object accept 10 plane matrix (position x/y/z, color r/g//b/a, scale x/y, and orient, angle !)
    • Aug 06 2012 | 10:25 am
      salut matmat
      thanks for your reply, but now i don't have flare up but some flash whose cross over the screen !
      i have try some stuff on matrix but nothing good.
      for exemple, i join a small video. you can download it :
      for 5 plane matrix... no reason. run good like this, with gl.mesh on max5... also, it's just one week i have do max6 update... i learn new stuff ;)
      and i'm from music... i bring forward in blind in jitter... if you have suggest, it's welcome...
    • Aug 08 2012 | 9:07 am
      may be you can try in poly...
      But i'm not sure "" is the good object for what you want,
      have you tried ?
    • Aug 08 2012 | 5:24 pm
      hi oranoutan.
      cool patch!
      for the "tube" problem, you can either set your @joinstyle attribute to "raw" instead of the default of "angle", or you can change your @interpmode to "linear" (which will also help speed up calculations).
    • Aug 09 2012 | 12:09 am
      thanks Robert, run good with "raw" attribute.