Is this happening in the same Max version you created the scene with ? How is you system units setting in relation to your object dimensions ? Is this with some modifiers on the stack or is the stack collapsed ? Is it edit mesh or edit poly ? If the modifier stack contains a selection modifier, its possible that the vertex selection got changed by accident ...
is that an edit poly modifier containing mesh changes in the stack? we stopped using that on a project because it screwed up like this randomly, causing lost work.
is that an edit poly modifier containing mesh changes in the stack? we stopped using that on a project because it screwed up like this randomly, causing lost work.
There was such a specific issue when edit poly modifier code was updated with - i believe - Max 2013. This would effect old ( pre Max 2013 scenes ) when loaded in Max2013+ too i think . Usually Edit Poly modifiers should of course keep the edits intact ...
Thank you all for the responses! I ended up remodeling the object, but I would like to figure out whats causing this so I dont make the same mistake in the future.
Is this with some modifiers on the stack or is the stack collapsed ? Is it edit mesh or edit poly
It is an edit poly with quite a few edit poly modifiers in the stack. However, there was also a pro-Boolean at the bottom of the stack. spacefrog said:
If the modifier stack contains a selection modifier, its possible that the vertex selection got changed by accident ...
What do you mean by a selection modifier? Sorry, the terminology is still quite new to me
Sometimes the vertex (or face, etc) selection at the base of the stack gets reset, so all Edit Poly modifiers on top have a different effect - you can try going back to the base object in the stack (the first Edit poly, or Editable Poly base), and re-enter sub-object component mode (vertex, edge, face, whichever it was on which you applied the next Edit Poly) - your selection should have been preserved, then move up the stack and do the same for the next Edit Polys.
It is an edit poly with quite a few edit poly modifiers in the stack.
However, there was also a pro-Boolean at the bottom of the stack.
Than i woud suspect the pro-Boolean being the bad guy. IMHO It's possbile that the boolean operations produce different output after a scene load due to rounding errors etc. Additionally, booleans always tend to produce stray vertices etc. which i would'nt trust being always exactly the same after the boolean operation gets recalculated ( after a scene reload eg ). I always would collapse a pro-boolean to an edit poly when finished with modelling, especially before placing vertex indices dependent modifiiers on top. (Best would be keeping the source object intact and do the collapse on a copy )
What do you mean by a selection modifier? Sorry, the terminology is still quite new to me
It's a modifier which lets you change the current selection of vertices, edges or faces and pass that changed selection up the stack. The modifier can not change mesh topology or vertex positions etc.., only the currently selected elements.
Than i woud suspect the pro-Boolean being the bad guy. IMHO It's possbile that the boolean operations produce different output after a scene load due to rounding errors etc. Additionally, booleans always tend to produce stray vertices etc. which i would'nt trust being always exactly the same after the boolean operation gets recalculated ( after a scene reload eg ). I always would collapse a pro-boolean to an edit poly when finished with modelling, especially before placing vertex indices dependent modifiiers on top. (Best would be keeping the source object intact and do the collapse on a copy )
Never use Edit Poly modifiers except temporarily unless you know exactly 100% why that is a bad idea. It's generally terrible modeling practice and will break in the absolute majority of cases, and then people complain about Max.
edit: Edit Poly on TOP of a boolean modifier? That is guaranteed to fail. Never use Edit Poly like this. There's no reason to.
To add to what Per said. Edit Poly (the modifier) is a separate set of commands on the back end. so if you take time to set up custom key binds for Editable Poly (the object) you have to set them up again for Edit Poly. Also in Edit Poly you don't have access to Subdivision surface which depending on what type of model you're working on, can be a pretty big deal.
Replies
How is you system units setting in relation to your object dimensions ?
Is this with some modifiers on the stack or is the stack collapsed ?
Is it edit mesh or edit poly ?
If the modifier stack contains a selection modifier, its possible that the vertex selection got changed by accident ...
Yes, I have only used 3ds max 2017 for this scene
It is an edit poly with quite a few edit poly modifiers in the stack. However, there was also a pro-Boolean at the bottom of the stack.
spacefrog said: What do you mean by a selection modifier? Sorry, the terminology is still quite new to me
I tried but had no effect
It's a modifier which lets you change the current selection of vertices, edges or faces and pass that changed selection up the stack. The modifier can not change mesh topology or vertex positions etc.., only the currently selected elements.
You learn something new everyday, Thank You!