Just make sure you save beforehand beaause you can't undo it. It cleans up the scene and deletes unused materials, deformers, constraints, etc. You can specify what to keep/delete in the options box. I'm sceptical that it will vastly increase the scene speed but it's worth a shot.
Rorshach do you have a non-Epic version of that maxstart file? It's something I figure a lot could/would find handy, myself included. Also - whats the purpose of snap-to-grid? This to make sure when working within modular constraints the sizes line up properly?
Hi guys so with 3ds Max we have Constraint options in Edit Geometry , but when I want to extrude vertex or edges along the edge I don't have any option. Also its quite awkward in Max that I can't align vertex to vertex/edge/face like with Maya just choose a vertex and hold 'v' on keyboard to align. :/
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Can you post a max file? And a link to a video you mention? I've never used IK to do a reverse foot setup. I just use linking and some constraints. Here's an example file: https://www.dropbox.com/s/66zqxxe1ndi3o4g/Reverse Foot - Example18.max?dl=0
That was doing my head in (15 years on max and suddenly using maya) so i randomly clicked around until I discovered this.... get the translate tool properties up (double click the icon iirc) and you'll find a bunch of constraints that word nearly as well as the ones in max do
I am not super good but basically if you can use a transform constraint on all the points on an ncloth you don't want to move, you can specify what verts can tear, when these tear you can drain the ball. Why not just use two particle emitters?
Also 3 years late... this is awesome. I'd love for a Maya version however, or don't know if anyone has found/made a similar script or process for baking complex stuff. It's a hassle to keyframe explode something that has a lot of pieces. Perhaps it could work by using geometry constraints to a curve?
Yep I was researching that the other day, I plan on using Wolfire's solution since it works really well with a singular set of geometry. My unique constraint is the fact that a player moving through UV shells poses a challenge that decals cannot on their own solve, and must be solved in the inverse approach.
[edit] Also, it is nice to see something different around here-- nice work[/QUOTE] Thanks a lot. Ok I can see your point Ninja on the face. But I believe that's just doing it in a different style completely. I'll have to search for how to adjust it with the style constraints. Thanks!