@ ghaztehschmexeh: Tried that and it doesn't fix it. That panel seems to only allow you to select certain elements from your scene at a time. (Geo lets you select only geo, lights let you select only lights, etc) Thanks though.
I discovered selection sets in Mudbox tonight. I can get the sub-object selection sets I create in Max to carry over if I export using FBX, but unfortunately not OBJ. Anybody know if there's a way to get selection sets in OBJ?
polyboost or max2010 lets you select faces that are facing to the perspective, with ctrl + i you can select the inverse. It ccould be though that you need to do that multiple times with a moving camera and perhaps write some script that merges the inverted selections to a whole.
This seems to work. I'm not sure if there is a built in way to do it. Just select the instance you want to keep and run the script. if selection.count == 1 do( for obj in objects where (areNodesInstances selection[1] obj) and selection[1] != obj do ( delete obj ))
This might be a limitation of Smoothing groups, as the new harden edge tool in the new 3dsmax still makes use of them. Select a polygon, then convert to edge border (Shift + click on face mode in Command panel), then harden the new edge selection - is the selection unexpected?
On the issue of softening all the edges, I usually select and soften all of the edges (not the object) and then do filter selection based on angle to isolate the edges that are closer to 90 degrees and harden those. definitely beats going in manually and selecting every hard edge.
Another option would be the snap together tool, if thats available in LT. I just discovered thst it work with multiple selections (select some objs., select placed object LAST) and you get a blue arrow, where the obj is being placed.
some basic information in setting up UV's in Maya here http://chrisholden.net/tutor/tutshelluv.htm Also, if you want to get rid of that dot in the center of the polygons window > settings/preference > preferences > Selection In Polygon Selection, Select Faces with Whole Face
in cases like that I would make a maxscript and bind it to a key since than I could have it do different things based on the selection type and what is currently selected. pretty easy to get info about the selection and string a few if and then statements to the key.
Just select them all and lay them out together. They don't need to be attached or anything. In maya, you don't have to do anything special, in max you select them all and apply an unwrap uv modifier to the selection, and lay them out.