spPaint3d 2011.1 | Read Me

Description:

 

spPaint3d is an object placement tool, very similar to geometryPaint from Maya. It is entirely raycast based, so it doesn't expect any UVs from the target surfaces, thus it doesn't allow for any kind of follicle-like functionality. See Features for more details.

I've written this tool mainly because I couldn't find a decent enough way to use the standard geometryPaint script for my particular workflow. I couldn't do what I needed to with its inherent limitations (both from the surface UVs and the grid). However, if geometryPaint was not an hindrance to you, then there's little chance you'll find this script useful.
I come from a 3DS Max background a long time ago and I have used the awesome AdvancedPainter script for years in my workflow. I work as a production environment game artist and I was increasingly frustrated that I couldn't find a decent object placement script with a similar workflow in Maya. So it's no big surprise the script from Herman Saksono (and the one from Neil Blevins to some extent) was a major inspiration while working on this Maya version.

Hopefully this script will be useful to others than myself. Feel free to send me some email if you happen to use it and like it (or not).

Maya 2011 Note: Qt changed a lot of stuff, and without too much surprise a lot of things are currently broken (vanilla 2011 pre-service pack). A few features are sort of broken because of this, place mode is the most affected, but things should work, kind of.

Thanks to Julien Lefebvre and Gabriel Charest for helping me debug all this.
Thanks to Rick Gilliland for his help regarding Python & Maya API and for pointing me in the right direction following Maya 2011 crash extravaganza.
And thanks also to the people who sent me bug report and suggestion emails.

Features:

 

Limitations:

 

Installation:
Interface usage:

Tool Configuration

Options are accessed from the Options button from the main UI window.
For now, there is very little options, but hopefully this window will grow with time. Also, for now, it is not necessary to run the setup, the script will assume default behavior if options are not set.

Brush Geometry - Source Objects

This is where the script will look at for duplicating geometry on the paint surfaces (ie: the brush geometry).
The script only let polygon objects and locators be added to the list. The source objects can be anywhere in the DAG hierarchy as long as this hierarchy is kept relatively simple. Also they can be anywhere in the world. Make sure to add all the objects you need in this list before starting painting.
The script is not very permitting at this time regarding weird DAG hierarchies and won't allow objects with ambiguous DAG path to be added to this list.

Note: if source objects are buried in a hierarchy, any parent node with non-frozen transform will most probably cause the generated objects to be misplaced. This is a known issues.

Transform Setup

This is where the user can setup the various random factors the script will use for each instance it will create.

The uniform scale option should be self explanatory (when this option is On, settings from X will be used for Y and Z).

Distribution Objects

This is the list of the objects the script will paint onto (ie: the landscape). The script only allow for polygon objects to be inserted in this list.

Paint

Paint Options

This is where lies some late options for generating the new objects.

Feature Request:

 

Known Issues:
Versions:

If you happen to run into any bugs, please let me know and I'll do my best to fix it.

Version Requirement:

Contact email: spaviot @ gmail . com
Download URL: http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/misc/c/sppaint3d