Did you try Reset Xform, collapse to Editable Poly, and add an Edit Normals modifier? You could also try this. Make a box primitive, convert to Editable Poly, attach your tree, delete the box element.
Take a look at meshOPs and polyOps. you will need these to do subobject editing. meshop for editable mesh and polyOp for editable poly. On a side note, you know you can use Snapping to do this job without a script right?
I'm not a super avid Modo user these days but I'll tell you what I know about how Blender's selection and normal editing compare to Modo. Selection isn't smart like Modo in that you can't press the up arrow and continue the selection. However, checker deselect does that job in the majority of cases. There's also the…
about hte modifer stack, yes very useful, the problem is in max there are lots of things that shouldn't be in the stack, editing normals should just be part of the editable poly's as well as UV's should be in the editable poly, and get there own window or viewport like blender or maya.
It's pretty easy. * Just add an Edit Normal Modifier. * Select all normals and click Make Explicit * Go under the Edit Normal mod and detach as needed. * The normals will appear to break, but they will be saved when you go back up to the Edit Normal modifier.
That's the workflow for Editable Poly. I think Editable Mesh has the shape button, can't recall. I doubt it would work for Editable Patch, but you could always copy it and collapse that to mesh to grab the shape. Don't forget to hit Enable In Renderer too.
Oh, if he wants to do something app-specific, hows about incorporating UV editing as a sub-element of Editable Poly in 3dsmax... like Maya does... no need for a silly modifier, just edit UV verts/edges etc from the EPoly itself.
Hi there I'm a big fan of the Elite game and also an indie game developer so just for fun I've set out to make EDD or Elite : Dangerous Database. But this involves me building my interpretation of the ships Frontier Development have shown so far in Blender and then importing them into Unity. EDD is here (requires the Unity…
Add edit poly modifier on top of Unwrap then edit geometry add new Unwrap Modifier and continue unwrapping. Of course you gotta relax the shells or may have to re-unwrap parts depending on what edits you do.:)
screens might help try resetting the xform also can you edit your smoothing groups..do they change when you edit them in max...if not...pop an Edit Normal on to your object..reset... collapse...try again