Hi again everyone, thank you so much for the fast replies! Great consumer service and a great community :)
On my end I wanted to make sure to provide a more precise example to clarify things, hence the delayed reply.
I did test the CP scripts mentioned and they are very interesting - they certainly are close to what I am trying to achieve, but I find that there is a bit of a clunky feel about them, in the sense that they require to juggle between different views, and they also (obviously) modify the orientation of the regular floor grid, which I find to be detrimental to spatial perception.
Again, trying to explain it all in words is pretty tough so I put together a quick video using the spline toolset from Max2009. (the spline creation process is pretty solid in that program ; however MOI is a far better option when it comes to surfacing said splines, hence my interest :) )
http://www.youtube.com/watch?v=xm5qDIncqP0&feature=youtu.be
I hope it shows what I mean. Basically, every time you see the XYZ manipulator disappear to be replaced by a faint red L shape I am actually toggling to screen mode to make control points edits in a freeform way, all in perspective view. It allows me to organically control the behavior of that backpack/saddle shape and make fine adjustments according from viewing angles very different from X Y and Z. Meanwhile, the main world grid remains a standard floor, meaning that it gives me a good frame of reference to shape the form in space.
Now I understand that the same end object could have been achieved by projecting trim curves onto the surface of an elongated sphere - but my point is that in order to "sketch" the preliminary guidelines of such an object, being able to work like a sculptor bending wires in space can be a good production boost.
I hope it makes sense :)
(And even if this end up being not useful as a MOI feature ... simply starting the discussion is always interesting :) )
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