1
RailClone Pro (*) / Re: world rotation or look at option
« Last post by Pierre on Today at 05:22:47 pm »I'll take a look at your solution.
Thank you to you and Paul for your help, it's always a great help.
Regards
Pierre
Thank you to you and Paul for your help, it's always a great help.
Regards
Pierre
2
RailClone Pro (*) / Re: world rotation or look at option
« Last post by Michal Karmazín on Today at 03:43:13 pm »You’re welcome. You can get the distance by accessing the XSplineCoords attribute and use it to recalculate the angle so it changes gradually. I’m attaching a revised version of your scene (260108_cone_ITOOSOFT_REV.max) prepared by my colleague, Paul.
Best regards,
Best regards,
3
RailClone Pro (*) / Re: world rotation or look at option
« Last post by Pierre on Today at 02:10:34 pm »Thank you very much Marcin,
is there a way to make this rotation gradual: vertical near the pivot of the spline and increasingly inclined as you go outwards?
is there a way to make this rotation gradual: vertical near the pivot of the spline and increasingly inclined as you go outwards?
4
RailClone Pro (*) / Re: world rotation or look at option
« Last post by Michal Karmazín on Today at 01:47:53 pm »Hi Pierre,
You can use the approach shown in this closely related post, where the corresponding angle is calculated using the XSplineXDirection attribute. Please find attached a modified version of your scene (260108_cone_ITOOSOFT.max), in which you can adjust the ZRotationAngle (to choose the direction) and YRotationAngle (to control the inclination) parameters as needed. I hope this helps.
Best regards,
You can use the approach shown in this closely related post, where the corresponding angle is calculated using the XSplineXDirection attribute. Please find attached a modified version of your scene (260108_cone_ITOOSOFT.max), in which you can adjust the ZRotationAngle (to choose the direction) and YRotationAngle (to control the inclination) parameters as needed. I hope this helps.
Best regards,
5
RailClone Pro (*) / world rotation or look at option
« Last post by Pierre on Today at 12:33:34 pm »Hi,
I previously made a similar request regarding Forest Pack, and Marcin suggested a more suitable method using RailClone, which I have now set up with a few modifications.
I am working on a RailClone object using a Linear 1S1 Generator applied to a series of concentric, egg-shaped splines (generated via an Array modifier). The distribution follows these concentric shapes correctly.
I need the scale of the cones to increase from the center outwards. I successfully achieved this by linking the scale to the Material ID of the splines. And I need the cones to tilt towards a specific target or at least tilt gradually outwards (Vertical at the center, tilting up to 45 degrees max at the outer edges).
Currently, the rotation is applied locally relative to the spline path (tangent). I need the rotation to happen in World Space (or be decoupled from the spline) so that the cones all point in the same direction (towards the target) rather than following the curve of the egg shape.
Could you help me achieve this orientation override?
Thanks!
Pierre
I previously made a similar request regarding Forest Pack, and Marcin suggested a more suitable method using RailClone, which I have now set up with a few modifications.
I am working on a RailClone object using a Linear 1S1 Generator applied to a series of concentric, egg-shaped splines (generated via an Array modifier). The distribution follows these concentric shapes correctly.
I need the scale of the cones to increase from the center outwards. I successfully achieved this by linking the scale to the Material ID of the splines. And I need the cones to tilt towards a specific target or at least tilt gradually outwards (Vertical at the center, tilting up to 45 degrees max at the outer edges).
Currently, the rotation is applied locally relative to the spline path (tangent). I need the rotation to happen in World Space (or be decoupled from the spline) so that the cones all point in the same direction (towards the target) rather than following the curve of the egg shape.
Could you help me achieve this orientation override?
Thanks!
Pierre
6
Forest Pro (*) / Re: Crash!
« Last post by Bobby Parker on January 06, 2026, 12:29:11 am »Thank you! MAX isn't crashing anymore since the reinstall.
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Forest Pro (*) / Re: Viewing Pro auth scene with Lite version?
« Last post by Morne on January 05, 2026, 02:00:48 pm »It would be great if we can get a "view" only version of the plugins.
We have people doing animation and camera work only, and they dont need to adjust FP objects, just see them in viewport
Exporting assets as instances is not viable as that adds extra steps instead of making life easier
We have people doing animation and camera work only, and they dont need to adjust FP objects, just see them in viewport
Exporting assets as instances is not viable as that adds extra steps instead of making life easier
8
Forest Pro (*) / Re: Viewing Pro auth scene with Lite version?
« Last post by Michal Karmazín on January 05, 2026, 01:47:51 pm »Hi Morne,
I'm afraid that if the scene uses some of the Pro version features (for example, more than three types of plants per object, more than four areas per object, or scattering over uneven surfaces, etc.), it will not be shown/rendered properly. You can find the full list of locked features for the Lite version in our Forest Pack's online reference guide.
Instead, you can take advantage of a powerful feature in Forest Pack Pro called Forest Tools, which allows you to export your scattered geometry as instances. You can find it under the Utilities panel by navigating to More... > Forest Tools. This tool offers a variety of options for managing your instances after converting them. For example, moving all instances to a new layer can be very useful. By doing this, you'll be able to use the scene on computers that don't have our plugin installed.
I hope this helps.
Best regards,
I'm afraid that if the scene uses some of the Pro version features (for example, more than three types of plants per object, more than four areas per object, or scattering over uneven surfaces, etc.), it will not be shown/rendered properly. You can find the full list of locked features for the Lite version in our Forest Pack's online reference guide.
Instead, you can take advantage of a powerful feature in Forest Pack Pro called Forest Tools, which allows you to export your scattered geometry as instances. You can find it under the Utilities panel by navigating to More... > Forest Tools. This tool offers a variety of options for managing your instances after converting them. For example, moving all instances to a new layer can be very useful. By doing this, you'll be able to use the scene on computers that don't have our plugin installed.
I hope this helps.
Best regards,
9
Forest Pro (*) / Viewing Pro auth scene with Lite version?
« Last post by Morne on January 05, 2026, 01:32:44 pm »Can we open and view a scene with FP/RC Lite, if the scene was authoried with Pro?
We dont need to adjust anything or render, just view current objects in scene...
We dont need to adjust anything or render, just view current objects in scene...
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Forest Pro (*) / Re: Stepped rotation
« Last post by nubo on January 05, 2026, 12:43:01 pm »Thanks Michal, that's brilliant!
As I feared that there's some vector math needed here it turned out it was trigonometry that I failed to figure out on my own.
I'm sure that you'll update this effect in the next release but for now I took the liberty of posting your solution here for other users.
Code to add to the original "Stepped Rotation" effect:
As always, the Itoo support didn't let down.
Best Regards,
Przemek
As I feared that there's some vector math needed here it turned out it was trigonometry that I failed to figure out on my own.
I'm sure that you'll update this effect in the next release but for now I took the liberty of posting your solution here for other users.
Code to add to the original "Stepped Rotation" effect:
Code: [Select]
fpItem.rotation.x = -atan2(fpItem.surfNormal.y, fpItem.surfNormal.z);
fpItem.rotation.y = asin(fpItem.surfNormal.x);
As always, the Itoo support didn't let down.

Best Regards,
Przemek

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