Don't avoid modifier stacks. Just learn why they can break, so you can avoid doing that. They're not bugs, they're just a part of the workflow. Some modifiers are dependent on the vertex count below them. If you change the vertex count, the modifier will reset itself. For example, if you delete some vertices in Editable…
i use modifier sets. why these are not open standard is way beyond me. you have a little button that looks lik a windows window with 4 buttons under the modifier list, click that and configure modifier sets. here you can pull whatever modifiers you use the most dowon onto as many buttons as you'd like.
Yeah...seam will be distorted...however, you can use a little trick to fix it: Add an edit Poly Modifier between the Unwrap and the MSmooth Modifiers, select all edge and break them. Add a unwrap Modifier on top of MSmooth, open Channel Utilities and copy the Mapping Channel. Delete the edit Poly Modifier and copy the Map…
Since FaceExtrude is basically unusable and I like parametric workflow, I decided to have some fun with streamlining the experience with the Edit Poly modifier. Hiding the complex UI means you won't accidentally commit the settings. The script files are available at scriptspot. Doing it this way also means that you can…
Hello everyone, Can anybody please explain me what is going on here? It seems like Max is destroying MoI's normals immediately after I modify the geo or even place a simple edit poly modifier on top. Does this mean it's not possible to modify/continue the work I started in MoI, later in Max or I am doing something wrong…
Hello ! I've created a rig for a hand and linked some parameters to an attribute holder using custom attributes. Now I wanted to instanciate the modifier on every control object so anytime I select a control object the properties show up in the modifier panel. This is working great but there's a drawback I didn't…
'Collapse To' works on a specific modifier, by nature it can't really work on multiple objects. If you're trying to collapse multiple objects to a specific class of modifier you will have to change your logic as modPanel.getCurrentObject() returns a specific modifier, thus it cannot also exist on another object. Instead…
Hi! If I understand your question correctly and this is about the facetted look once re-meshed, that's expected behaviour with low-poly meshes. The resulting, dense mesh is the same shape as the low-poly just with a higher density, which results in a much more defined shading. To get a smooth surface you will have to apply…