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Spline FFD

by luisllamas·Modeling

Illustrative cover generated by AnyPlugins — no product screenshot available.

Why we like it

Spline FFD stands out for turning vertex editing into spline manipulation: one spline drives many mesh vertices, and the segment count lets you trade a straight-line move for a closer fit to the original mesh. The 1.1 update's distance-preserving and homogeneous-distribution modes add further control over how vertices respond.

What is Spline FFD?

Spline FFD works by letting you select a number of points on a mesh in 3ds Max, then generating a spline that passes through those points. As you move the points of the spline, the original mesh vertices move along with them.

You can change the number of segments that divide the spline. With a single segment, points move in a straight line; a greater number of segments adds complexity and lets the spline adjust more closely to the original mesh. Vertex types can be changed at any time between smooth, bezier and corner, and the handles let you reshape the spline.

Spline FFD also works on closed contours, which makes it useful for generating seams and joints; a minimum of six segments is recommended for a proper fit in these cases. Version 1.1 adds two modes: one that preserves the original distance between vertices and another that distributes vertices homogeneously.

Who is Spline FFD best for?

Spline FFD is best for moving multiple 3ds Max mesh vertices at once through a spline, including work on closed contours such as seams and joints.

How much does Spline FFD cost?

Spline FFD is completely free to download and use.

Key features

  • Select points on a mesh and generate a spline through them, then move the spline points to move the original vertices
  • Adjustable number of segments dividing the spline; a single segment moves points in a straight line, while more segments increase complexity and fit
  • Works on closed contours for generating seams and joints, with a minimum of six segments recommended
  • Vertex types switchable at any time between smooth, bezier and corner, with handles to reshape the spline
  • Version 1.1 mode that preserves the original distance between vertices
  • Version 1.1 mode that distributes vertices homogeneously

Tags

#3ds Max#spline#FFD#deformation#mesh editing#vertices#seams#modeling

Frequently asked questions

Does Spline FFD work on closed spline contours?

Spline FFD can be used on closed contours, not just open splines. In these cases it becomes useful for generating seams and joints. For closed contours, a minimum of six segments is recommended to achieve a proper fit, since fewer segments give the spline less room to follow the original mesh shape. As with open splines, moving the points of the closed spline repositions the underlying mesh vertices, and you can adjust vertex types and use the handles to control the resulting shape.

What did the Spline FFD 1.1 update add?

Spline FFD 1.1 introduced two modes for how vertices behave. The first preserves the original distance between vertices as you move the spline, and the second distributes vertices homogeneously. These build on the 1.0 release, which was the initial version of the tool. Both modes give you different ways to control how the underlying mesh vertices respond when you reposition the points of the spline.

Can I change vertex types while using Spline FFD?

Spline FFD lets you change the type of vertex at any time, switching between smooth, bezier and corner vertices. You can also use the handles to change the shape of the spline. Because moving the spline's points moves the connected mesh vertices, reshaping the spline this way changes how those vertices are positioned. This means you can start with one vertex type and refine the spline as you work across the selected mesh points.

Is Spline FFD free to use?

Spline FFD is listed as free in this catalog. For current licensing terms and any conditions on how it can be used, check the developer's page at luisllamas.es. The tool is available as version 1.1, which added a mode that preserves the original distance between vertices and another that distributes vertices homogeneously, on top of the initial 1.0 release. Confirming details on the developer's page is the best way to get accurate, up-to-date information.

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