By default bones point the X Axis toward the next bone. Maybe a screenshot would help? If you are getting Orient Constraints by default try opening Customize > Customize User Interface > Preferences > Animation > Controller Defaults and click "Restore To Factory Settings..."
The interface in sculptris is so much easier to use than zbrush though. I hope pixologic really learn something from it. But here's a pic of something I made a while ago in it. (from the WAYWO thread) bust of pallas/athena by sprunghunt, on Flickr
max is changing. XBR is hailed as a big thing and so far it seems it is! they had mentioned in a web conference some months ago they were thinking about a complete overhaul and there are signs that they are tampering heavily with the interface (i.e. graphite tools). so there you go.
I always have dreams for whatever game I'm playing at the time. Or the game bleeds over into a regular dream. Like I'm at work, but I have the Skyrim interface going, or I'm redoing my living room, but everything works like Minecraft.
haha o i'm blind i ignored it because it didn't show anything but an interface :D well if it does seelect the vertices it couldn't match to the low, i could simply just use conformwrap or any of the other tools to match it, so yeah.
Oh nice, Mop the plugin works. I can preserve my uvs, but again i have no idea as why the max exporter stopped working. But now i have a super cool interface and some colors in the export box. Thanks fellas
You can put any brushes you want to be there on start in the folder Program Files>Pixologic>ZStartup>Brushes And you can drag any brushes from the "Brushes" menu into the interface just like you would with other elements. Hope that helps.
The creators of the engine I'm using decided to make a scripting interface through vb.net, or c#.net. Python looks great but I still think VB is easier. I learned enough vb.net to handle most game functionality in less then 2 weeks.
Ditto to what arsh says. It's looking great. I love node based interfaces (i use them in audio software like Reaktor, Synthedit) and max's Particle Flow. I haven't tried it out yet, but this definitely looks extremely badass.
didn't post much lately :) this is a work in progress of the user interface for the Airborn UT3 mod it's planned to be realtime 3d ingame, so this is just the high poly. the "weapons console" in the middle is a bit thick for now, will make it smaller, a bit less bulky soon :)