You could also keep them separate, deleting their individual Turbosmooth modifiers, then just instance the same Turbosmooth modifier on all of them. (select all, choose the modifier) Saves you from having to adjust settings on multiple modifiers. Assuming you want the same subdivision on everything, sometimes you don't.
Is there a script for 3dsmax that re-applies modifiers (or would it be possible to create one). The workflow would be as follows: 1) Export Scene objects using FBX (Without the modifiers). 2) Unwrap and Pack in an external program like Unfold 3D 3) Re-import the FBX. 4) The Script should re-apply the modifier stack to each…
Hi there... Starting from 3ds max 2020 update 1 you can modify maxscript-listener ui colors. Explained in maxscipt 2020 help document, the listener window can be modified with few lines of code. Or you can use this script to modify the listener ui .
When your in max, in your uvw modifier, set your settings how you like them, then go to Options and save them as default. Any new UVW modifiers you apply will have the custom settings you just saved. (Note it's only new modifiers, does not apply to existing UVW modifiers)
Are smoothing groups lost as well when using the skin modifier? The Edit Normals modifier can be used to unify or split normals per-vertex, but smoothing groups split them per-face, so to keep all potential normals I think to you'd need to use both a Smooth modifier and Edit Normals modifier together.
The skin modifier in max is amazingly robust. I can throw an edit-poly or even a MultiRes modifier on top of a skinned model, drag it down below the skin modifier after making edits, and the skinning remains perfect.
Not really. Although instead of a modifier, you could use the Subdivision Surface rollout inside Editable Poly. If you want to use a Symmetry modifier, it's usually better (faster performance) to add a Turbosmooth modifier above that. YMMV.