Wireframe modes sets it to display all objects rendered in that viewport in wireframe. You can create a material for all other objects that turns the opacity to zero so that only their wireframe is visible when edged faces is on. That way you can still see the image plane but everything else is wire. I made a script that…
@miauu - awesome! thanks so much for helping me on writing this script, you know that my previous iteration of code somehow didn't work anymore, I no idea why -_-" but your edited version works very smooth! :) Hmmmm...about the array #{}, so you mean that max can only save 1 array? why does the vert_savedSelection array…
That didn't appear to have the necessary information. Anyway after an hour or so experimentation I've managed to work out all the necessary steps to get it working. The fact that you have to select the axis itself rather than the rotation axis node was what was tripping me up. Strange that the don't have a one button…
Thanks for testing on a Mac. Well, the time really depends on the settings you use. I recommend you to run the benchmark pressing the button on the toolbar to compare times against other cards. Geforces 8/9 can perform ray tracing but its architecture it not really efficient. A GeForce 2XX is 10X faster and Fermi is 25X…
Check the properties of your SceneCaptureCubeMapActor actor with F4. By default, the far clipping plane is set fairly close, so you'll be wanting to extend it to at least the radius of your skybox. :) While you're at it actually, you'll probably want to turn on Enable Fog' to get a more realistic reflection of your scene.…
I've run into that quite often, I paint a lot of skin weights and use viewport canvas as well as vertex paint, it always ends up getting screwed up and is pretty annoying. It seems to happen only when set to the nitrous viewport, not sure why. It's really fun when it doesn't get rid of the texture or shading and you're…
TBF, if he wasn't a student then and isn't one now then it wasn't actually free for him anyway. I'm not going to judge. I just wouldn't do it. Everybody's different. That said, I don't think that he's complaining so much as he's sighing out loud. It's more of a, "Well, it was fun while it lasted. On to the next party." I'm…
+1000 to everything Pior says, there are no absolute answers here. As far as "which is more important" the only reasonable answer is: it depends. It depends on the art style, it depends on the specific material you're creating, it depends on the engine and shaders and light and and and. Really, I've never in my career had…
If you look at the script that it calls when you use that hotkey/menu item, it actually says "SelectLoopOrBorder". There might be a way to make it only into "select loop" thing, since I think as soon as you have a border edge selected it will always go into "select the whole border!" mode. I might take a look... My little…
Never use the Mirror tool in Max's top toolbar. This tool applies a negative scale, which no game export formats interpret properly. As you've seen, they flip all the polygons instead. You can fix this by using Reset Xform, and adding a Normal modifier. But then it won't be an instance any more. Instances in Unity (or any…