General Usage Instructions
To access the modifier, you must have a modifiable object selected. then, from the modifier tab, select AdvArray (or AdvArray (WSM)) from the modifier drop down and have fun!
Use for all sorts of parametric placement needs. Linear or radial arrays are common, but also various oscillating arrays. You can add random variation to any array. You can even use a path to control array placement. The array can be used on various object types such and shapes or poly/mesh geometry. You can even instance it across various object types to get synchronized arrays. Use it to array complex repeating topology and weld it together later. There’s also a number of animation features you can use to get some cool motion graphics. There’s even some advanced features for controlling material ids or offsetting UV’s.
be sure to check out the documentation for full details: https://1drv.ms/b/s!AF8vbEk-7BagjMo4
The installer that ran when you downloaded this app/plug-in from Autodesk App Store will start installing the app/plug-in. OR, simply double-click the downloaded installer to install the app/plugin.
You may need to restart the Autodesk product to activate the app/plug-in.
To uninstall this plug-in, exit the Autodesk product if you are currently running it, simply rerun the installer, and select the "Uninstall" button. OR, click Control Panel > Programs > Programs and Features (Windows 7/8/8.1/10) and uninstall as you would any other application from your system.
Definitely look through the pdf documentation to get familiar with all the features: https://1drv.ms/b/s!AF8vbEk-7BagjMo4
There are a few things yet to be implemented in future updates. You’ll see these notated in the documentation pdf.
If you come across any issues or have any comments, suggestions, or questions, please contact me at email@example.com.
|Version Number||Version Description|
|Fixed an issue that caused 3ds Max to crash when adding multiple world space versions of the modifier.|
|Updated for 2019|
|Resolved an issue where animations on mesh objects lower in the stack were not updating properly.|