Ok, we've upgraded to Max 2012 (from Max 9) here at the office. It looks like I can no longer Shift Click an object (or Gizmo) to create a copy of that object in it's exact location. I can still Shift Drag an object (or Gizmo) to create a copy but that moves the mesh which is undesirable for my needs. How can I fix this or is there another way to do this that is just as simple?
Thanks!
- BoBo
Replies
They changed it in 2010 or 11 and everyone has been forced to use detach on sub-object selections, which I totally agree is more useless mouse movement. For whole objects you have to use the right click -> Clone method.
I personally tucked "detach" into the editable poly quad menu right under clone so I'm using the same action to do what in my mind is the same function and not digging through the command panel.
I can only say it gets easier to use as the fog of time settles in... =P
I don't have to duplicate faces ontop of themselves too often, so I've gotten used to using ctrl+d or something
you'd probably be able to do a callback but it'd be really tough to exclude shift-loop, shift+drag, etc. and would probably create more of a hassle than it would save...
Another Max 2012 question. Uniform scale in the UV editor? I want to type in how much I want to scale my UV's. Anyone know where to do this at?
I tend to use uvw xform to rescale my uv's
or
I use maxscript. Just open the listener scale once, undo, and you should have the command similar to this :
$.modifiers[#unwrap_uvw].unwrap2.ScaleSelectedXY 0.5 0.7 [0,0,0]
where 0.5 and 0.7 are X and Y scale value so 50% and 70% and [0,0,0], the origin of the rescale in UVW coordinates. Then set it as you want.
or
I toggle the percent snap, set to the wanted percentage, and rescale manually.
As for the scaling thing in the uv editor. Whenever I want to scale my uv's a certain amount, I usually type in the scale percentage in the snap settings. The same one you use for scaling meshes, work in the uv editor as well
/edit: blimey, beaten to it!