No, the twist works in conjunction with the main one as far as I know. We use version one in GTA and it works (1 foretwist), though most of our twist bones are scripted normal max bones (since we started off on Max version 7).
Under the display tab you can change it to show shaded and wireframe as either material or object color - the object colors don't go away when you apply a material. By default it does shaded as material color. I have a script that toggles it for me :)
- what max version ? - do you use any odd scripts by others other suggestions: 1.) export as obj (or any other raw xyz & uvw format) and import it in a clean new scene 2.) change display driver (e.g software rendering)
This is caused by the surface normals; the model is trying to look smooth in that area, but there are very few polygons— You can get better looking results with the "Weighted Normals" modifier, if you have a newer version of 3ds max. In older versions of 3ds max, I'm not sure— maybe there are plugins/scripts online.
oh got it, so by any chance know some place I can get into advance IK FK stuff without max script coding? I found few on youtube lets see what I can do with those but I doubt it would be anything close to this.
Thank you so much for your consideration. I found nice tool just in case some one have same problem like me , nice script shadelt in custom tab you can set any color for your ID. https://gumroad.com/l/ShadeIt
maybe there is also a script to turn that on. Autodesk also turned it off for Max after Max 2013 i think. When I asked about it, they told me that this isn't possible anyways and who would need that? Oh well, turned out they made a toogle and didnt create UI for it...
I havent tried it but if your isolate select is on a shortcut you could probably add this code in front of the isolate code. So your shortcut runs this then isolate. Though shelving it is easy as well. It continues to work until you close maya, then you will have to run the script again.
As far as I know, the script is just plain broken since 2011. In that Maxscript window that pops up, comment out the bit that says something about keyboard false (something like /* keyboard.keypressed false */ - I can't remember the exact code), and you'll be able to use the hotkey again.
Very nice looking! Did you use the Unity Terrain to shape and paint the terrain? Did you manually place the grass / plant cards? or is there a script in unity that will draw these these within a certain distance of the camera? I am very curious and wish to attempt creating a scene like this myself.