Well, I've suspected something like that - they're a bit confusing from the beginning, and i probably need to make some more informal introduction into these tools. Let me then introduce myself first: my name is Alexander "Joss" Khalyavin, i'm Maya tech artist/developer with ~16 years of Maya experience. Autodesk Maya…
I wouldn't be so quick to blame symmetry I use it constantly and I don't have any problems. Here are some things to keep in mind when working with it. * It works on the position and orientation of the objects local pivot. * Non uniformly scaling an object can throw it off, reset transform and scale (in the Hierarchy tab)…
Davision3D, Good new, bad news for Max 2009. Bad news: I'm going to chalk it up to a bug in the default max position controller. It seems to be an internal hard coded optimization is preventing the controller from being updated rapidly. Good news: There are a couple of workarounds. 1) If you change all your objects to TCB…
I'm not sure I get what you're going for, it reminds me of when people use custom mipmap levels to determine the best texture size to use on meshes. If the mesh always uses the same mip level then you can safely reduce its texture to that size (optimising GPU memory and filesize): Edit: your 3D scene doesn't know about…
We're just curious. The bool-primitive thing is helpful. Do you not use it anymore? Are you into MeshFusion instead? I thought I saw you and Computron making fun of it in another thread. I was trying to work out an efficient way to do it in Max. I start with a set of primitives, add XForm mods to them, instance the…
Something to look into if you're into nice straight and aligned UVs would be snapping to pixels(texels). Back when I was using lightmass more frequently, I found the feature incredibly useful. As was mentioned, you can type in actual texel coordinates for points, you can have your selected points snap to the nearest…
Thanks for the feedback! Though I planned the masks being transformative for the wearer (a la Majora's Mask), the way I modeled the bottom parts of the masks, they would be hanging a slight distance away from the cheeks, rather than flush with the face (because of the discomfort it could cause). You were spot on about them…
There are no official docs for cameras/keyframes at this time. Keyframing camera rotation can be a bit funky because of technical reasons. Basically the keyframing records the explicit transforms while the viewport camera navigation rotates around a point in front of it. So, making edits to the camera and playing them back…
So haven't quite finished my initial dynamesh concept yet, not sure why I like this one so much but with this one it has a slight resemblence of the old prince (mostly in the hair). The idea is to have him be able to be both 2 legged and 4 legged with giant hands / claws able to scale mountains if need be. In the original…
possibility 1 this is a troll in that case good one this is the fucking funniest thread i have read in long time ! :D possibility 2 this guy really doesn't get it in which case let me really blow you mind: its neither polygons nor TRIANGLES you should be concerned about ! really what takes your transform time is the verts…