If you're talking about: modFullName.ButtonOp #HideVertex iirc I put that there to fix some sort of bug in an older version of Max I was using at the time. Probably no reason to have it there in modern versions of Max, but no real reason to remove it either. I don't ever really hide just verts. Here's my full hide/unhide…
Seems a few people seem to misunderstand what I mean by "fixing" parts of the game. For the record, no models made by third party modders will be modified in any way without the express permission of the creator. What this mod aims to mainly do is fix bugs that occur with new models and old animations, EG: the Boston…
What does the modifier stack look like, and which subobject are you in? Check for constraints settings in the modifier. If you collapse the stack does it still occur?
Right. I've been working on a highpoly head for a while now - trying to refine it to something I'm happy with. I've been having some serious headaches though. The workflow Im using is to build the low-poly base in MAX, unwrap the object, import into ZBRUSH and detail the high-poly, then re-export the base mesh and a…
try this (convex only though so concave would need to split into convex then recombined after being wrapped individually)... -- creates a ray point along the edge fn getEdgeRay msh edg =
( ze = edg - 1; a = (mod ze 3) + 1; b = mod a 3; fverts = getface msh (ze/3 + 1); v0 = getvert msh fverts[a]; v1 = getvert msh fverts[b +…
This video shows the quick idea how to make Architecture 3D Modeling, using Wireframe Modifier in Blender. please visit, https://cgian.com/2022/05/how-to-use-wireframe-modifier-in-blender
Hey guys, I have some models that have been rigged with biped with the physique modifier. Do any of you know a quick way to change the physique to skin modifier and keep the biped as well. Thanks in advance.