Thought I'd start this thread, as I often have little questions that don't deserve their own thread. Searched for an existing one, couldn't find anything. I'll go first.
Is there a hotkey for going from 'view' to 'rotational' mode in rotation, in 3DS Max?
Replies
If you're after the hotkey to rotate your viewport, it's alt+mmb. Hold them down as you move your mouse around.
Jesus lol. I'm looking for a hotkey to change the rotational axis of the rotation tool from 'view' to 'local'. I know what the hotkey for the rotation tool is lol.
I wrote a script a while ago to toggle between View and Local, might as well share it.
http://dl.dropbox.com/u/2336353/VigTools_CoordToggle.ms
Save it anywhere, run it once and it will show up under Customize > Customize UI > Keyboard Tab > Category: VigTools.
Bind it to whatever key you want.
Code looks like this:
So I'm trying out Motiobuilder, and it looks like this instead of the panels fitting into the screenspace:
When I first ran it it told me to go get CUDA 2.2, so I went off and updated my drivers, but still having this problem. Solutions?
In max I usually do ALT + Right Click. This pulls up the "Animation Quad." Then you can pick from any of the coordinate systems from there. Pretty fast. And it holds many other animator shortcuts like "Assume Skin Pose" and "Show Trajectory Toggle."
Anyone with Motionbuilder know what the problem is with the panels not fitting into the screensize?
EDIT:
Apparently it may be a gamma problem? Any fixes for this? I found talk of it on google relating to within the flash player, but not as a fix within the flash environment prior to export itself...
I wonder if it is gamma though. I would expect to hear people complaining about this more.
Edit... heheh I d/l the max8 help file, did a search for animation, and guess what was the first result? Merge Animation.
First link
Down towards the bottom, click on 3ds Max 8 Reference Help
But seriously, F1 in 3ds Max is much much faster.
I have a question about the project all tool in zbrush. I'm trying to project the detail from a hardsurface armor piece to a low poly retopologized version with UVs. I've stepped up the polycount of the retopo'd version so that it has enough polys to receive all of the detail. However when using ProjectAll, I get chunky results and the edges of the mesh shrink. I've tried adjusting the Mean distance setting and the projection cage (which prevented it from exploding all over). I just can't get the clean results I want with the hardsurface pieces.
The goal is to project the detail onto the retopo'd version because it has UVs and I want to take it into mudbox to paint textures. The hardsurface highpoly has no low subdivision level sufficient enough to UV and take in. I could assign GUVtiles I guess, but.. Any suggestions? Thanks!
Thanks in advance.