Hi, is there any way i can select and edit inner part of the mesh in 3ds max? So for example i have an object, a cartoon head and i want to select and edit inner part of the mouth so i can make pharynx. I need to approach from back of the head. In zbrush you do that with selection tools...... but how to do it in 3ds max? I…
miauu's Statistica offers you a lot more statistics information related to your current selection and entire scene. The statistics are separated to 4 sections which you can customize by turning on and off options in the Statistica user interface. * Selected object statistics * Name of the currently selected object or the…
My goal: I would like to edit an imported object's normals by Maya's 'Transfer Attributes' function. My problem: After exporting my edited object (.fbx) my UV map is destroyed / distorted completly inside Unreal engine. My workflow: 1. Create a basic foliage mesh in Blender 2. Import into Maya 3. Create a sphere, move it…
Is there a way in Max to select faces that are mapped to a 0 pixel ratio? In maya you can use selection constraints to do this, is there a maxscript or something similar to do this in Max??
I'm coming from a Max background. In Max you have the points, edges, polys and then volume select... Is there a volume select feature in Maya; the one similar to 3d's Max?
hey everyone. i'm looking for a way to quickly select edges in crevices, like in the image posted below. i'm tired of selecting them manually :poly121: any ideas, scripts, plugins that will help me out?
Hello guys, As in Topic title, how i can select all objects with one modifier? lets say i have plenty of objects with symmetry and now i want to select them all at once.
Please could anyone help? I cannot select vertices or edges in 3ds max. Sometimes they are selected but only when the cursor is near, not at the vertex or the edge. Especially the problem appears when I work with small chamfers.
Is there someway of maintaining the order of selection when working with epoly sub objects. By my understanding bitArrays cant do this becuase of how they are structured, only telling you whether a subObject is selected and not in what order. Im not really relishing the idea of having to do this manually with callbacks
Is there a easy or automatic way to select those new faces after making a Bevel to an object inside Maya? With 3dsmax and Quadchamfer, I could apply a different ID to those new created faces and I could select those easily. Any tips or scripts are welcome :)