After some talking on IRC with a few of the folk, I thought this may be a good idea for a sticky thread, even though this place is getting a little cluttered with them. We see a lot of the same question day in and day out that require a simple answer and do not require a whole thread for them.
Example: "What happened to my transform gizmo in 3dsmax?"
This thread will be a collected list of these things. Please, only post a question if you can post the answer in the same post. Add any questions that you get asked by people new to the 3D field regularly.
Enjoy!
Replies
A. Press X, or select Show Transform Gizmo in the View menu.
http://boards.polycount.net/showthread.php?t=37425
http://boards.polycount.net/showthread.php?t=43211
http://boards.polycount.net/showthread.php?t=44222
http://boards.polycount.net/showthread.php?t=54100
By Neil Blevins
May 19th 2006
http://www.neilblevins.com/cg_education/file_crashing/file_crashing.htm
This thread isn't here to ask questions in, but to post solution to common problems.
Q> Why does my mesh turn into a blob when using mesh smooth or turbo smooth.
A> You need to build reinforcement lines to hold its shape. Do this by liberal use of chamfer and extrude tool.
Why upgrade software if it only causes more problems for you?
Max:
-FFD box looking weird? Reset X-form!
-Selection Box/outline out of wack? Reset X-form!
-Exporting to game/SDK? Reset X-form!
-Mirrored part of a mesh turns inside out once exported? Reset X-form (and then check and correct flipped triangles)!
-How do you carry over a selection for vert/edge/loop/face/element mode to another (i.e.vert to edge, or edge to face mode, etc)? Simply hold "Ctrl" and click the mode you want to go to in the toolbar on the right or I think pressing the appropriate number on the upper row will work as well. In the UV editor, you can do the same by going to the toolbar, and dropping down the option bar and selecting convert selection to edge/face/etc.
-Bringing in a really high-poly mesh is taking too long? On import, deselect texture-coordinates, assuming you don't need them, and it'll speed things up.
Zbrush:
-Are your alphas you brought in square and you want to remove the hard edge when using it? Go to the Alpha menu, and adjust radial fading ("RF"), and also check the other settings to further control it.
-Want a quick alpha textuer for Zbrush? Try using CrazyBump to create alphas for Zbrush, the parallax/displacement map can sometimes work pretty well (for obvious reasons).
-Don't like the main canvas to be such a small box? Go to Document--> Double, and then redraw your object
-Did your object disappear way off into Zbrush "space"? Just click on "Scale" and it should recenter, if not, press T to drop your current tool, ctrl+N for a new canvas, and redraw the tool.
-is your tool becoming pixelated? Always "scale" the mesh to see it, don't "zoom in" as you're just zooming in on the "pixols" and not the mesh (not the most accurate description perhaps)
-ensure your memory settings are set in Preferences, the default is 256. You can store the config so Zbrush loads with the proper memory settings the next time.
A: you accidently hit the "o" key, that stands for toggle override (or whatever). it's usefull when your dealing with scenes with a very high polycount.
hehe that was one of the first threads i made here .
plz help.
A: Go to: Customize - Preferences Settings - Viewports - Configure Driver. At the top, deselect "Use cached DX3dmeshes"
After selecting your mesh, in faceted mode, the problem should be solved.
... just a minor irritant I just figured out. Dunno if anyone else had this problem.
-thanks
A simple check would be to make sure that you reset xforms (at least twice!!!) on the symmetrical objects you are trying to weightmirror. If the xforms are off I would suspect that the mirror would have a hard time.
I like to tear off the select, mesh and edit mesh menus and place them at either side of the viewport and switch (ironically :P) to expert mode, but im having to do this everytime i start a new file!
cheers
If you add a white texture to it though, that seems to work.
So just make a new scene
Set a white texture to lambert1
Save the scene somwhere like: default.mb
Click the optionbox for new
Tick the "use default scene" checkbox
Browse for the default.mb scene
Done.
Now every time you click new, it will use the content of that scene.
Ctrl+M
.Rick.
Example: Can I take a simple cube with one division and cut it into two half boxes.
Apparently there is a common problem with Max 2010 crashing on starup. I am now having this problem. It was working a few months back so I know it's not a graphics issue. I can't seem to get a straight answer on this issue and so far everyrthing I have read, I have tried, and nothing seems to work. Just wondering if anyone here has encountered this problem yet and if so, how do I go about fixing it?
Top 10 reasons you cannot select an object:
1. Unlock the selection (space bar, or turn off Selection Lock Toggle).
2.Click the wireframe, not the volume.
3.Unfreeze the object (right-clic for quad menu, choose Unfreeze All).
4. Turn off the creation tool you're currently using, or click Select Object.
5. Get out of sub0object mode.
6.Make sure Window/Crossing is set to the mode you want.
7.One sided object? Click the other side.
8.Turn off the tool that's expecting a selection, or click select object.
9.reset the selection Filter to All or Geometry.
10. Use CTRL to add to the selection, not ALT.
But here's the problem: when I change the orientation of the pivot point, it has NO influence on the alignment process of vertices/edges/faces. Which means that the vertices I am trying to align are still aligning based on the rotation of the object I made firstly. This is really annoying. In maya I would just freeze transformations and the object would simply be oriented based on the world again. Is this not possible in Max?
thank you, I will try this.