It's in Preferences>Selection>and click on Camera based selection selectPref -useDepth false; //drag that to a shelf button and that will turn off the camera based selection. selectPref -useDepth true; //drag that to a shelf button to turn that on. If you want it to toggle talk to Mop. He's the man with scripting.
If you create a blank layer underneath the layers you want to merge, select them all, and then go to merge selected (I think this defaults to ctrl-E when you have multiple layers selected) it should merge them with the correct transparency settings.
Hey guys, In 3ds 8... All of a sudden while uvw unwrapping my model I can no longer select all verts of my model on the mapping. It only allows me select a select few verts. I can't manipulate the other ones, weld them, or anything. I don't know what to do. Please help!
Would your tessellation method happen to be set to Standard Fit instead of General? Are you selecting your curves in order from one side to the other? (selecting out of order will disrupt lofting) How does lofting behave with only two or three curves selected?
I don't know if you're aware, but many of these text-editing programs allow vertical selection by holding the Alt key while you select. This allows you to select, copy, and paste colums of characters. I know this works in Microsoft Visual Studio, SciTE, and Notepad++.
In the polygon tab there should be Reduce > Merge > Unify? If not you can select one poly by clicking on it (that'll select both overlapping polygons) then hit the down arrow key to deselect the last selected polygon, leaving you with just one, which you can delete.
I usually select the vertex, grow selection, then use Detach component in vertex mode to split all connections. Then select them again and use weld vertices with a low threshold. It should work, but then you have to redo your soft/hard edges and sew UV's.
Is this what you need (select all objects and run)?: $objs = `ls -sl -fl`; for ($obj in $objs) { select $obj; ConvertSelectionToFaces; $buff = `ls -sl -fl`; polyProjection -ch 1 -type Planar -ibd on -kir -md b $buff; } select $objs; TextureViewWindow;
Haha, yes...Max's smoothing groups are a pain in the butt. It should be a piece of cake for a building though. Ticking 'By Angle' in the Selection tab helps for selecting polys that are facing a similar direction, just select each wall and give them all a different smoothing group number.
Hey Alexis, have you tried baking using the ray distance calculator in xnormal? 1, go into tools tab 2, select ray distance calc 3select your mesh in the popup window and press go. After it reads the mesh files it will start calculating the rays and it will show you how many seconds it's been calculating for at the bottom…