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ProSets Documentation

ProSets is a plug-in for Autodesk Maya. Non destructive modelling workflows are made possible through the use of procedural selection sets (ProSets)

Example workflow

  1. Create a Sphere (poly).
  2. Select a face and Extrude it.
  3. Create a ProSet (Create > Mainframe Labs > Create ProSet).
  4. Drag your Sphere into the ProSet Modelling tools: window.
  5. Select polyExtrudeFace from the pop up window and hit Continue.
  6. Check Use Modulus.

Tip: Hold down [Alt] during step 3. to skip step 4.


User Interface

 

Enable (Header bar)
Toggle the ProSet on or off.

Modelling tools
Drag a mesh with modelling history into this area to add it to a ProSet.
Items are listed as <meshName> -> <modellingTool>.

Show Component Selection (button)
Displays the components used by the modelling tool in the viewport. Alt + click will take you to the shape (e.g. useful when you want to add a material to faces).

Note - this mode is currently susceptible to the same issues around changing component IDs.
Tip - set the Node State of your modelling tool to HasNoEffect to get more accurate selections

 

Component Count
The number of components selected and affecting that modelling tool.
Right clicking on a row will give you the following options:

Disconnect - remove the modelling tool from ProSet.
Delete - delete the modelling tool from the scene.

User Selection:

  • Set - add any selected components in the viewport to the selection
  • Show - show the ‘user selected’ components ProSet is using
  • Clear - clear any ‘user selected’ components from ProSet

Note - by creating user selections you are selecting specific component IDs that may change if the underlying topology changes. i.e. if you change the subdivisions on a polyCube, faceID 32 will get moved to a new position (or cease to exist). Likewise, if you have more than one ProSet affecting the same mesh you’ll need to disable any ProSets that exist after the one you want to update in order to select the correct component IDs at that point in History.

Component Mode
Set the components your modeling tool affects.

Note - this is not set automatically. You can only add modelling tools that share the same components to a single ProSet.

Grow Selection
A global control to grow the selection.

Percentage
How many components will be selected as a percentage. (0 - 100 = first to last component ID)

Add Boundary Components
Add the components that are on a mesh border (e.g. the components around a hole).

Invert Components
Invert the final component list.

 

Modulus:

Use Modulus
Check to enable.

Modulus
Set every nth component ID to be selected.

 

Shader:

Mode
Determine whether the result is added or removed from the selection.

Shader
Add a shader to determine your selection set. UVs are taken from the mesh you’re affecting (you can of course set your own UVs). It’s best to use black and white maps but if you do use a colour then anything with a value equal to or greater than 0.5 will be rounded up to 1 (e.g. white (selected)).

 

Falloffs:

Right click to create and add a Falloff object to a ProSet. Components that fall within the area of a Falloff will be added to the selection. You can add multiple Falloffs to a ProSet.

Note - we’re piggy backing on MASH’s Falloffs to try and save building the same thing again but not all attributes are used/relevant in ProSet. Supported attributes are:

  • Shape (Sphere, Cube, Nurbs Curve, Particles, Mesh)
  • Display Colour
  • Falloff Ramp
  • Connections

 

Component Size:

Use Component Size
Check to enable.

Size Mode
Determine whether the result is added or removed from the selection.

Min. Face Area
Any Face that has an area less than this value will not be added to the selection.

Max. Face Area
Any Face that has an area greater than this value will not be added to the selection.

Min. Edge Length
Any Edge that has a length less than this value will not be added to the selection.

Max. Edge Length
Any Edge that has a length greater than this value will not be added to the selection.

Space Mode
Local/World.

 

Normals:

Normal Mode
Custom Normal Angle - determined by the Normal Angle attribute
Use Input Selection - where a User Selection has been set the Normal Angle will be set based on the average of the selected components normals.

Grow Result Min.
An angle (degrees) from your Normal Angle. Imagine a cone pointing out from the direction of the Normal Angle. Any verts/faces less than this value will be removed from the selection.

Grow Result Max.
As above. Any verts/faces greater than  this value will be removed from the selection.

Normal Angle
The vector to determine the normal angle. e.g. 0,1,0 is Y+ (all faces that point up will be selected).

Edge Mode
Determines the type of edges that will be added. e.g. useful to bevel only the hard edges created after an extrude operation.

 

Random:

Random Seed
Change the seed.

Number of Components
Set the the number of components you’d like to randomly select.

 

Filters:

Filter Keep
Enter the component IDs you want to explicitly add to your selection. e.g. 1, 5, 345

Filter Remove
Enter the component IDs you want to explicitly exclude from your selection. e.g. 1, 5, 345 - (will override Filter Keep)

Tip - use ‘Display > Polygons > Component IDs’ to see the correct ID numbers in the viewport.
Note - as per User Selections, your component IDs may change if your input geo changes.

 

Utilities:

Convert Selection
Convert your selection to another component type. Options for:

  • None
  • To Faces
  • To Edges
  • To Vertices

Note - these do the same thing as the scripts under Maya’s Select > Convert Selection menu.

 

Component Specific Attributes:

Face only

Edge Count Mode
Options for:

  • Off
  • Exactly
  • More than

Edge Count
Select faces based on how many edges they have.

Vertex Only

Spoke Mode
Options for:

  • Off
  • Exactly
  • More than

Spoke Vertices
Select vertices based on how many edges they are attached to.