so my school computers just switched over to max 2012.
i thought it would be awesome, little did i know the trouble i would have with some features i was so used to using.
a) In the uv editor when i unfold map it doesnt stitch all the chunks together like it used to. you have to manually select each edge and weld!
anyway to have it unfold and have them stiched?
b) Another uv editor problem. in max 2011 i was able to change between channels freely and save and load uv sets. like if i wanted to copy a uv set for a light map or something of that nature. now i get this annoying window asking if i wanna move or abandom the uv sets.
i just wanna copy one uv set to another. is that so much to ask?
any tips or solutions are greatly appreciated
Replies
A: This is a terrible bug that annoys the hell out of me... I've not found a way around.
B: This is actually better, though it's not obvious what it does on first sight. Basically, it doesn't insta-discard changes when you switch between channels. So you can transfer sets between channels by just moving UV's. Abandon is the old behavior, except I think it clears the changes you did in the previous channels you're moving away from.
b: it's better
when you say unfold do you really mean relax ? cos that has never had any effect on seams
or do you mean something else entirely? (eg pelt/ peel / something else? )
So simple, but just blew my mind.
@WarrenMarshall ill be trying that tonight
@monster yeah i finally found that out last night