Chapter 1 · Introduction

1.2Addressing the Modifiers

Each TenPix modifier is an ordinary 3ds Max modifier. Its MAXScript class name is the panel name with the spaces replaced by underscores; each class also answers to a second, compact name.

Script classAlsoPanel nameWhat it is
Tnpix_SolverTnpixSolverTnpix SolverThe simulation
Tnpix_GarmentTnpixGarmentTnpix GarmentMesh rebuild (remesh or OpenVDB)
Tnpix_GravityTnpixGravityTnpix GravityGravity for the Solver group
Tnpix_ForcesTnpixForcesTnpix Forces3ds Max space warps
Tnpix_CollisionTnpixCollisionTnpix CollisionThe collider list
Tnpix_Self_CollisionTnpixSelfCollisionTnpix Self CollisionSelf and garment-to-garment contact, layers
Tnpix_Material_StandardTnpixGoldMaterialTnpix Material StandardStock fabrics and everyday dials
Tnpix_Material_AdvancedTnpixMaterialTnpix Material AdvancedThe full fabric model
Tnpix_ChannelTnpixChannelTnpix ChannelPainted weight maps; the tear brush
Tnpix_PinTnpixPinTnpix PinHolds a painted region in place or on an object
Tnpix_PreserveTnpixPreserveTnpix PreserveA painted region follows the animation below the Solver
Tnpix_StitchTnpixStitchTnpix StitchHolds cloth to cloth
Tnpix_TearTnpixTearTnpix TearTearing
Tnpix_VolumeTnpixVolumeTnpix VolumeVolume, pressure, buoyancy
Tnpix_RigidTnpixRigidTnpix RigidSolid pieces inside the cloth
Tnpix_Soft_BodyTnpixSoftBodyTnpix Soft BodySoft flesh and simple muscles (experimental)
Tnpix_CacheTnpixCacheTnpix CacheSaves and plays the simulation (.tnc, .abc)
Tnpix_Post_ProcessTnpixPostProcessTnpix Post ProcessDelta Mush and detangle after the solve
Tnpix_WrapTnpixWrapTnpix WrapA detailed mesh following simulated proxies
Tnpix_ThreadsTnpixThreadsTnpix ThreadsWarp and weft threads at tears and painted hems
Tnpix_Threads_ObjectTnpixThreadsObjectTnpix Threads ObjectA geometry object that shows a cloth's threads (not a modifier)
addModifier $ (Tnpix_Solver())                  -- add a modifier to the selection
$.modifiers[#Tnpix_Solver].iterations = 3        -- address it by name on the stack
$.modifiers[#Tnpix_Garment].edgeLength = 0.5

addModifier puts the new modifier on top of the stack, so add them bottom-up: Tnpix Garment first, then the Solver, and the modifiers that work on its result (Tnpix Threads, Cache, Post Process) after it.