I'm animating the scale of an object using MASH's Signal node. I'd like to limit the object's scale so it never drops below 1.0 - it should only grow bigger, not smaller. The 'Positive Scale' checkbox doesn't seem to apply since I'd like to never drop below 1.0 - not 0.0. I'm fairly new to Maya, so if there's another way…
I asked chat GPT to make me script using same idea. Packing matID as UDIMs pattern 4x4 first then normalize for selected objects . Took it seconds and it understand the idea quicker than a typical programmer adding extra helpful features I have not even thought about like working with 12 materials and doing 4x3 pattern .…
Interesting! Thank you So it basically adds only one tab called "Pro Ribbon 1.0" ? And does it slow down loading of 3ds max or does it slow down anything...? (cause it seems there are a lot of "sub-tabs" in the one "Pro Ribbon 1.0" tab, with a lot of tools... Does it slow down something in 3ds max...? And i believe you can…
Its a 100% white lambert node with ambient and diffuse cranked up to 1 (100 in max) and then just turned on show wireframe -> smooth wires and made the wires color black. I show how to make the shaders I use for Sub-D modeling in maya in the capture I'm doing for the Workshop #4 vid that I'll release after I finish it. Btw…
Mobile indie games don't often have a style with 100% perfect equilateral triangles. If you mean the lowpoly faceted look then that's just edgy triangles. Throw it into Max and use a multires modifier with a low polycount. If you need it to be 100% perfect then write a script to do it. Getting a 3D model with only perfect…
wow man, awsome tutorial really helped me out! I have a question tho.. When i am in the editor the lighting is 100% fine When i play the game the lighting is 100% fine however When i do the screen dump thing to record my udk cinematic the lighting is borked. As if i have lightmap problems but when i play the game from the…
Aside from the fact that the viewportshaders aren't aligned in 3ds max, I just had to come to the conclusion that the scanline-renderer is not aligned 100% in 3ds max 2009 either! I hope I made a mistake and will run some more indepth tests during the week but that would be really disappointing after at least the…