ScreaminBubba: My laptop runs 64-bit edition Windows XP, so I guess the 64-bit edition of Max8, if and when it is released, would take advantage of that?
It actually depends on your Max version what to do, either keep editable mesh or you have to convert to editable poly. So Ruz's suggestion will probably be correct :)
I've been experimenting with the Path Deform Binding modifier in Max but it won't allow me to collapse to editable poly. Have tried putting an edit poly modifier on top, but still no joy. Any ideas? It seems that it cannae be done cap'n.
I was wondering, for tasks that involve VFX and Video Editing: Do we benefit from the NVMe speed? If so, which specific tasks would? I thought it would help when video editing until I saw this video https://www.youtube.com/watch?v=xu4q-lQrJr0
It's not random. Most maya tools have an editable tolerance where they will automatically set an edge to be soft/hard depending on angle. You'll almost always need to hand edit them anyway though.
Maya has those shaders hidden for some reason. Try 'use background' or if you will need to do a little script editing to get at the more powerfull stuff (not hard just a bit of editing)
Oops, guess that would help! Edited it to add the concept, or at least the galah version - the idea is that the mask/accessories/texture will change to different animals for different creatures, but the base mesh won't be edited at all.
A few different ways to handle this. You can use the Constraints in the Edit Geometry rollout in the Editable Poly modifier. Or you can create a local working pivot. Or you can create an Autogrid.