This is where we load our targets to cast if we want to be specific. If no targets are specified, all mesh and nurbs surface objects in scene will be used.

  • Load Field — Multi select ability enabled. Displays loaded names and mesh types.
    • Right click
      • Select — handy if you have a big scene and aren’t sure where an item is
      • Remove Selected
      • Remove Non-selected
    • Load Selected
    • Load all
    • Clear all

Click Mesh

Slightly expanded from tdTools. Added nurbsSurface ability. Follicles don’t work on nurbs yet.

  • Mode
    • Surface — first hit
    • bisect — Piercing cast or all hits
    • midPoint — Mid point of hits
  • Drag — When checked, rays are cast as long as you click 
  • Clamp — Clamp the number of hits
  • Start — Start the tool
  • Drop — Force the tool to drop and create non locator objects
  • Snap — Snap selected objects to cast point based on setting provided
  • Create (Options Menu) — What to create for click mesh. locator,joint,jointChain,curve,follicle,group

Cast Curves

This is a two part section. Most of the options in the slice section affect the wrap section as well. The general theory is that rays are cast from a given object in order to create curves. To my mind I think of the death blossom from the 80’s flick the Last Starfighter spinning around around shooting rays.

Works off a given selection of objects and uses the cast targets specified or all if none are.

  • Lathe Axis (Options Menu) — curve casting lathe axis
  • Aim Axis (Options Menu) — object aim axis for shooting rays
  • Mark – Mark hits. Useful for troubleshooting and using data for other bits.
  • Closed – Create closed curve
  • Near – Use the nearest hit or use the farthest hit
  • degree – The degree of the curve to create. 1 is linear.
  • Points – Number of rays to cast which translates to points of the curve
  • Min Range (with toggle– Specify range of an angle to cast
  • Max Range (with toggle) – Specify range of an angle to cast
  • Distance – Range which to cast our rays
  • Offset – Offset of a hit to further process. Use z to push out from the surface
  • Slice – Make your mesh curve slice
  • ———————————————————————–
  • Obj Up Axis (Options Menu) — object up axis for casting curves (lolipop for example)
  • Extend Mode (Options Menu) — extend mode for how curves are wrapped
    • Segment — cylider between two points
    • radial — single radial cast like the rings of Saturn
    • disc —
    • cylinder —
    • loliwrap —
    • endCap — most often used for things like finger tips
  • Root Offset – Offset for our root cast object. May be pulling this from gui call.
  • Bank – Bake for cast object. May be pulling this from gui call.
  • Mid – Mid mesh cast. May be pulling this from gui call.
  • Join – Join cast curves. Only used in certain modes.
  • Inset (with toggle) – Inset multplier. Only used with certain modes.
  • Wrap – Make your mesh wrap