Vassago - It sounds like the problem you're describing is related to paths not being correct for texture maps. Does sample_animated_color.SFX work correctly for you? That one doesn't use textures. Try loading up sample_fresnel_term.SFX and assign it to an object. Then select the texture map node and in the settings, browse…
If you have it all grouped, you can expand the group in the outliner, select the members of the group and then do your smooth operation. (the same as hitting select hierarchy) You could also select the members of a group in the hypergraph. Some other alternatives: Make a 'quick select set', which you can then pin to your…
I think you probably mean, position constraint? A link constraint would be applied to the transform node and it only allows the object to switch parent objects at specific keys, "at 10f follow this new parent, at 20f follow this other object." It doesn't have a way to follow or blend between two parent objects at the same…
cool video muzz, but i dont think he had any good points on replacing creative jobs. so, as far as im concerned, creative jobs will stay until we manage to make a fully sentient AI as complex as a real person. eveything replaced by technology so far has been objective valued stuff. when you making food, there is a…
I want to change the position of FFD4 modifiers on multiple objects to the bottom of the modifier stack. I know I can add a new modifier at the bottom of the stack and delete the old modifier with Maxscript. This is also how 3dsmax does it when dragging the modifier to the bottom of the stack for each object individually.…
Okay I see the problem, when you say Bake Group what you mean is Baker Object. What you need to do is use a single Bake Object and put all of your meshes into different Bake Groups. Bake Groups in this case are the folders named Arms and Hand, while the Baker Object is the object in the scene which contains all of the bake…
Vrav: People tend to use object space on things like guns and stuff from what I have seen. Mostly hard surface objects that would really benefit from object space maps. A lot of real-time shaders don't support object space though (possibly its harder for game engines to render them?), so I believe that's why tangent space…
This is done per object. In the buttons window, go to Object (F7) and in the Draw panel under Draw Extra enable the Wire option. Let's say you want to do this for multiple objects. In the 3d window select all those objects, and make sure the one already displaying wires is the active one (usually the last selected and the…
So When you uv multiple objects at once, max has no idea what's each object is doing in relation to the others (it basically just applies a separate unwrap to multiple objects) this is an architectural issue and you're basically screwed afaik. Historically I've dealt with this sort of thing by placing a point helper at the…
Ok, this really works, but the next question is: how to match object which was scaled on the highest level (as it can be seen in viewports) with select-all-vertices mode scaled object. I mean, now I've achieved fairly good scaled object in dota2, but in 3ds max' viewport my object is 3 or 4 times larger than it should be…