If you want to test if a certain modifier is present, you can use the name of the modifier as it appears in the stack. Something like this: <font class="small">Code:</font><hr /><pre>if $.modifiers[#Turbosmooth] != undefined then deleteModifier $.modifiers[#Turbosmooth] else addModifier $ (turbosmooth())</pre><hr /> If the…
I think you're messing things up. The vertex group field in the modifier settings is to only be used with a vertex group for limiting the influence of that entire modifier over the mesh, not for skinning. Almost all deform-type modifiers have this kind of option. When you're skinning a character to an armature you leave…
You could do this with VertexPaint. Each modifier could be used to paint only that color, and you could use Additive blending mode to combine them. The only thing in the way is you can't force each modifier to only one color. You would juat have to be very careful to only pick and paint with Red in the red modifier. But…
There's same technique in max just bind group autosmooth to hotkey and this macro :) (Max script) macroScript chamferEdges category:"User group" toolTip:"Quad chamfer edges" ( a = $ b = Chamfer() addmodifier a b $.modifiers[#Chamfer].smoothingoption = 2 $.modifiers[#Chamfer].tension = 0 $.modifiers[#Chamfer].amount = 0.2…
Okay nevermind, it was because of the skin modifier, if you're having the same problem just add a vertex paint modifier then choose vertx color display - shaded
Both objects had enormals modifiers put on them, and then where collapsed into an editable poly before attaching. (the modifier in the screenshot is just to show what's wrong.)