Are you searching the user reference or the tutorials? There are very detailed step by step tutorials about making a squishy ball bounce down steps as well as a bunch of wobble toys. All of which give you the foundation you'll need to set up what you need. In case your help files are... dorked... I'll give you a quick run…
so if I understand you right... you want to shift the weights from Clavicle and UpperArm_Twist to UpperArm? You can try everything locked as you have now, select the Clavicles and UpperArm_Twists, then the mesh, Edit Influences -> Remove Influences. That should distribute the weights to nearest or neighboring joints.…
select your object. enter paont smooth skin weights tool. change Mode: to select. select your pain in the ass vertex. change Mode: back to paint. click weight hammer next to the Tools:. if that dos not work then i would dupe your joints and your model. make sure they have no stray nodes attached. and set up a new skin…
It didn't work unfortunately. I went into "Customize> Customize User Interface..." and scrolled down to Shade Selected Faces Toggle and it said it was still bound to F2; however, F2 won't change the face being selected in Polygon Mode from being highlighted and not for me. I should note to all who have been attempting to…
So took a looksee at what Maya does when double clicking an edge and this is what I got select -r pCube1.e[16] ; autoUpdateAttrEd; updateAnimLayerEditor("AnimLayerTab"); statusLineUpdateInputField; select -add pCube1.e[14] pCube1.e[16] pCube1.e[18:19] ; autoUpdateAttrEd; updateAnimLayerEditor("AnimLayerTab");…
Does your "One Object" function suffer from Max's inability to attach large selections? I wrote this a while back: http://garydave.com/2011/05/combine-attach-selected/ but no matter which way I went about it, it would always lag when I started trying to attach hundreds of objects together. I'm no master of Maxcript which…
You can create a script that places a helper object at the vertex selection center. Then manually align the bones to the helpers using pivot snap. When you are done run a one line script to delete all the points. --//USES THE WORKING PIVOT TO CREATE A TEMP POINT OBJECT
( --//SET GIZMO TO SELECTION CENTER…
I just finished the game. Overall, it was a very enjoyable experience. My arguments about the gameplay and controles being dumbed down still stand. But the visuals are the best ive ever seen, and the story is not bad at all. the AI glitches seemed to stop later on in the game, and there were way less technical issues. They…
You can make max behave like unreal ed. for example... If you put a mesh select (or poly select)that has nothing selected between your model and your uvw map modifier, you can edit the model and maintain your boxmapping to the same scale automatically. I have a box with the box uvmap set up for each texel density (128,…
http://cganimator.com/unofficial-3dsmax-whats-new/ 3dsMax 2021 * No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021 Full MikkT Space Support for Normal Map * Baking -Scanline Renderer can output normal map in MikkT sapce * Rendering – Normal map in MikkT space can be rendered in Scanline Renderer *…