Hey guys. I am trying to use the path deform modifier and the base mesh I need to have my shape wrapped around is tilted differently at the middle. So it is kind of vertical at the beginning and then it tilts in. When using the PDB(WSM) is there a way I could have the shape I am deforming to follow the tilt of my base mesh…
I was wondering if anyone could point me in the direction or maybe just tell me how to go about putting the cloth modifier to work. I use 3ds Max 2008. I'm going to have a longish thing of cloth hang down off a robot I've been modeling, and I want it to be able to react to the legs hitting it when I go to pose it. I know…
I feel TERRIBLE that I have to waste a thread on such a simple question. Maybe we should have a sticky thread just for asking these sorts of newbie questions - would be a good idea. I want to know if small items and props often/can have be their own separate objects with skin modifiers? Do items like weapons have skin…
Im reading the tutorial for physique, and i can't find the "initialize" button. here's what i do: 1) I select the mesh (object) 2) I go in the modifier rollout 3) I apply the physique modifier over my mesh Now where is the initialize button ? i looked under every tab there is in 3dsMax. Im dying to know, thanks
Does anyone else having problems with render to texture after applying 3point quality normals modifier and colapse to editable poly? I have no idea if this is related to the modifier, but after applying it, some objects become "cursed" and when I render to texture them, the UV is all messed up :poly122:. any clues? thanks.
I'm trying to assign if $ != undefined do deleteModifier $ 1 to hotkey. Everything works fine but gives error if object has no modifiers. How to check if object has got (or hasn't got) any modifier?
Not really. Although instead of a modifier, you could use the Subdivision Surface rollout inside Editable Poly. If you want to use a Symmetry modifier, it's usually better (faster performance) to add a Turbosmooth modifier above that. YMMV.
Hi guys. I want to add a modifier right after an object was created. Getting this done via callback seems impossible since Max crashes every time i try to add a modifier. Any ideas why? Example works until you comment in the "addModifier" line.
I imported this model into 3ds max. applying edit poly modifiers breaks the smoothing groups in it. How do I preserve smoothing group while applying the modifiers.
Hi there, I will like to add a modifier (uvw mapping) to a bunch of objects but I dont want the modifier to be applied to the group but to each object independently. Is there a way to do this? Thanks for your help!