Cocoa Poly Tools - Documentation Version: 1.0 (2026) Author: Edu Altamirano | cocoalopez.com ------------------------------------------------------------------------- OVERVIEW ------------------------------------------------------------------------- Cocoa Poly Tools is a compact floating toolbar for Autodesk 3ds Max designed to speed up polygon modeling tasks. It consolidates essential modifiers, advanced loop tools, and organic shaping brushes into a single interface. ------------------------------------------------------------------------- INSTALLATION ------------------------------------------------------------------------- 1. Drag and drop the "CocoaPolyTools.ms" file into the 3ds Max viewport. 2. Go to "Customize > Customize User Interface > Toolbars". 3. Under "Category", select "MyCustomScripts". 4. Drag "Cocoa Poly Tools" to a toolbar. 5. Assign a hotkey (optional) to toggle the menu on/off. ------------------------------------------------------------------------- TOOL GROUPS ------------------------------------------------------------------------- 1. MAIN MODELING Standard polygon operations placed side-by-side for speed. - Extrude / Bevel / Chamfer: Interactive viewport tools. - Connect: Connects selected edges or vertices. - Bridge: Creates polygons between selected edges or borders. - Weld: Welds selected vertices based on the threshold. - [Set]: Small buttons next to each tool open the settings dialog. 2. LOOP TOOLS Iterative tools designed to "massage" topology rather than snap it instantly. - Circle: Turns selected edges or polygon borders into a perfect circle. - Space: Iteratively evens out the distance between vertices (33% per click). - Line: Straightens vertices between the start and end points. - Regress: "Best Fit" straighten. Calculates the average line direction, ignoring outliers. - Flow: "Set Flow" alternative. Aligns selection to the curvature of neighbor loops. 3. TOPOLOGY Tools for fixing N-gons, poles, and edge flow. - Remove: Clean remove (equivalent to Ctrl+Backspace). - Split: Disconnects selected edges or vertices. - Spin: Rotates the internal edge of a quad/tri. - Zenith: Topological solver. Splits an edge and connects the new point to the *furthest* vertex on the face. Useful for fixing quads/triangulating. - Crease: Creates a "Diamond" termination (Kite quad) to stop a loop cleanly. - Collapse: Merges selection to a single point. - Relax: Smooths vertex positions to reduce tension. 4. UTILS - Planar X/Y/Z: Flattens the selection along the respective axis. - Grow / Shrink: Expands or contracts the current sub-object selection. 5. CONFORM TO SURFACE (Shrink Wrap) Projects your selection onto another object (e.g., clothing on a body). - Pick Target Surface: Select the object you want to snap to. - Offset: Distance to float above the surface. - Nrm (Normal): Projects geometry "Inward" (Reverse Normal direction). - Cam (Camera): Projects geometry along your current Camera View. *NOTE:* If you select Elements (Polygons), they move rigidly (keeping their shape). If you select Vertices/Edges, they deform to the surface shape. 6. INTERACTIVE PULL "Virtual Sliders" for organic tweaking. Click and drag the spinners up/down. - Camera: Pulls selected components towards your eye view. Great for silhouette fixes. - Normal: Inflates or Deflates selection along average normals. - Logic: Supports Undo (Ctrl+Z). Dragging updates the mesh in real-time. ------------------------------------------------------------------------- COPYRIGHT ------------------------------------------------------------------------- Copyright (c) 2026 Edu Altamirano. All rights reserved. www.cocoalopez.com