Hi,
I’m testing tyPush (Push Splines) together with Spline Influence in 3ds Max, but I’m running into unexpected behavior.
What I’m trying to achieve
I want to:
Modifier stack
What actually happens
Is this:
Thanks!
I’m testing tyPush (Push Splines) together with Spline Influence in 3ds Max, but I’m running into unexpected behavior.
What I’m trying to achieve
I want to:
Quote:Use Spline Influence to create a soft selection on a spline,Basically: sphere affects part of the spline → only that area should deform.
then use tyPush to push only that influenced area.
Modifier stack
Code:
Editable Spline
→ Normalize Spline
→ Spline Influence
→ tyPush (Push Splines / Simple or Clip)- The soft selection from Spline Influence is correctly passed up the stack
(verified using an XForm modifier, it reads the selection properly).
- However, tyPush seems to completely ignore the influenced selection and instead:
- Pushes the entire spline.
- Endpoints move abnormally far (sometimes exploding or folding).
- Some knots don’t move at all, regardless of the influence.
- Sometimes the whole spline shifts upward globally.
- Pushes the entire spline.
- The spline is an open spline (not closed) – more like a cable/rope/tentacle.
- Tested both Simple and Clip modes in Push Splines.
- Knot types were tested with Bezier and Corner.
- Selection clearly works for XForm, but tyPush doesn’t seem to respect it.
- It feels like tyPush’s spline mode is optimized for closed shapes rather than open splines.
Is this:
- A limitation of tyPush’s spline implementation?
- A known bug with soft selections on shapes?
- Or am I missing a required setup step?
Thanks!

