i tried to remove primitives from 3ds max today. didn't work.
in the macroscript folder theres a file named
Macro_ObjectsPrimitives.mcr, and it seems to have listings of all the primitives in max.
i removed the whole file, and restarted max.
primitives worked perfectly.
so where are the primitives, and how can i remove them?
even better, i'd like to modify the standard values of the cylinder for example. never needed 5 heightsegs..
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Before you click to create the cylinder set your segments and sides, this will set those numbers as default for that scene. Now every time you go to make a cylinder in that scene it will use those defaults. Unfortunately setting up your maxstart.max file this way, won't work. I'm sure there is a more technical way to butcher max into doing what you want but this should help make life easier for now.
quickPrimitives.zip
i'll check out that quickprimitives thing fatassasin, thanks.
how on eart are you supposed to remember what all this stuff is supposed to do?
i remember back when i was just a pencil and paper guy
all the tool i ever needed was pencil, eraser, and sharpener.
mudbox gave me that feeling again, its clean, unobstructed and actually fun to work with.
i wish all programs were like that.
3ds max is bloatware, its got way too much stuff for its own good. its like a fat guy who ate, and got obese.
its too much. way too much. too much features everywhere.
Hope this isn't a hijack ... but while we're on the subject of ridding ourselves of evil, does anyone know how I might remove the Edit Patch modifier and Convert to Editable Patch from the modifier list right-click menu?
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Haha, yeah... I've accidentally converted to patch once or twice in the recent past... not difficult to undo, but annoying all the same!
i have line rectangle, circle, cylinder and box on my right click quad menu,
and added hotkeys for convert to editable mesh to C, and convert to editable poly to V.
so creating a box and converting to editable mesh is lightning quick.
you can remove editable patch by going to customize>customize User Interface > quads, then click no the bottom left cornered grey or yellow marker thing.
therre should be a context convert to. expand it, and remove the items by right clicking>delete menu item
Now that you mention it though, it's a pretty good idea to have convert to EPoly on a hotkey, I think I'll have to start doing that
i mean, does autodesk employ interface designers or do the intern coders put together the interface? are autodesk actually using their own maze .. eh program? i fear i do not even want to know the answers.
www.discreet.com will redirect you to autodesk.com
but max was already fairly bloated during its earlier days.
later, autodesk bought them and slapped the discreet label onto them to beef up on coolness. discreet logic themselves, makers of famous hi end video solutions, had been bought by autodesk not too long before that. and i'm sure they were were really happy to be associated with max, the crashfest piece of quality 3d software.
Now that you mention it though, it's a pretty good idea to have convert to EPoly on a hotkey, I think I'll have to start doing that
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Indeed, I was talking about right-clicking over the stack, but putting it into the Quad menu is definitely a better idea! Working from the Quad, or maybe a hotkey (though I tend to use hotkeys for things I use more frequently than that ... or I never learn them ), would be faster than clicking the modifier list, anyway.
here you can pull whatever modifiers you use the most dowon onto as many buttons as you'd like.