Hello guys,
I have a problem with the ring selection mode and I can't find a solution and I hope it's just my fault.
Actually I am switching to Max and as a beginner task, I want to create a foliage. Plane is created, added several cuts here and there and now I want to add some edge loops. For this I use the connect tool - when it's possible.
I have problems using the ring selection tool. On one mesh it works and on the other one not - but why?
Please take a look:
What am I doing wrong?
Replies
And to the mesh itself - there is no face flipped and every vertex is conected. I think 'my' method would be pretty fast, when it works. Just select the edge and shift+click into the direction you want to select - but this doesn't work most of the time.
Please correct me, but I have the feeling thats the same issue I had before with maya, too.
Anyway, thanks for your help!
One last question, talking about making multiple loop cuts at the same time - is there a shorter way to do this then using the connect tool? It feels a bit clunky. I read somewhere there is an option using the swift tool, but it didn't work for me.
Have a great day!
1) Switch to Polygon Sub-Object Mode (4 on keyboard when Editable Poly is selected), Open the Graphite Toolbar and in the Selection tab choose the function to select all 4-sided polygons. Take note of those that are not selected--those are likely having multiple verts where you think there is just one.
2) Click CONTROL+I to invert the selection.
3) Right-click the object and click Convert to Vertex. Now you have all the vertices selected to non-quad polygons.
I wrote these three steps to help explain a way to see/understand how to get at the problem.
You can also just add a Vertex Weld Modifier or use the Weld Functions in the vertex sub-object mode of the editable poly.
Tip: Instead of Cut, you might want to use Swift Loop instead--at least for the kind of mesh/model you are making in OP. That will not likely create multiple verts near each other.
Multiple loops can be added with the connect options as in maya and I think swift loop gives you maya's insert loop functionality.
The connect options are very powerful and can be used to make very precisely positioned loops - which you can't do in maya.
Personally for most applications I find it easiest to add a single loop and then move it where I want using Edge constraints. If you muck around with that you'll find it to be superior to Maya's Edge sliding and you won't miss insert loop at all.
I believe you might be able to adjust some of the pixel precision settings in the preferences to give it a larger area to grab onto, but I normally just wait until it lights up and then click.
https://www.pluralsight.com/blog/tutorials/getting-swift-loop-tool-3ds-max
It's in the ribbon modeling tools, which are a bit of a nightmare to get to, if you don't leave it out. Unfortunately if you do leave it out, it lags a bit when you switch tools or modes. Also its a organizational cluster-muck that pretty much duplicates the buttons found in Edit Poly. Because of that, most people keybind the handful of useful tools so they don't have to use the ribbon.
Main Menu > Customize > Customize User Interface > Keyboard tab : Swift Loop (I have it bound to ctrl-R)