I'm trying to dock the Transform Toolbox and Loop Tools toolboxes to the left of my viewports (see screenshot), and keep them there permanently. I've tried overwriting maxstart.max, I've tried saving out the UI scheme (Customize > Save Custom UI Scheme), but the toolboxes disappear on relaunching Max. Any ideas?
Hey, is it possible to reference a model like you would with an external scene except keep the master model in the scene. I would just use instances, but if you need to make edits to the model like combining geo with it it deletes the references. This isn't a problem with an external file since the transforms or stored…
Hi everyone, I'm trying to build a repeating texture in Maya and I'm wondering if anyone knows a similar operation in Maya that will transform my geometry an exact amount of units in world space (ie: 256) allowing me to see if my texture will repeat, similar to [F12] 'Offset World operation' in 3DS Max?
Anatomy and clothing folds need attention. Looks like you need to start from a naked figure to correct volumes. I see creases and forms that would cut into the base. Scale seems to be off. For example the bending of a shoe has a banana quality instead of a realistic transform.
You hit the shortcut for expose. Something I did at work last week ha ha! To get your subtools back to where they were, go to the Transform menu, third palet from the top press the expose button and everything should go back to normal. Cheerio
Decided to transform this thread into one big tread for this environment I'm making instead of updating smaller ones for each 'milestone' or big asset. Also because I would've had tons of treads at once... So to add to this thread is a ground material I made for the valley :smile:
first of all thx again for all the response! i dont understand the transformation thing (point 1.) sry... can you explain? -i will check the export error thing first -then i will retopo my mesh to be sure that there is no problem with it thx for the smooth tip! will test it later!
UV editor window, on the right side under "Reshape Elements" click "Straighten Selection". It should straighten all of the edges and get rid of the slight bowing. You can also select individual edges and use the "Align Horiz/Vertical in place" inside of Quick Transform tools.
...I used your meshes exactly, but created the cage in Maya (Edit Mesh>Transform Component, with vertices selected, until it completely encapsulated the high-poly. Then I softened the cages edges.) And it worked like a charm. And here's the resulting normal map. (Y+) http://i.imgur.com/u6kTNga.jpg
I suppose you could also make a material that offsets verticies along local Z axis by the amount of some value you pass to it via script/kismet? Who says you need DX 11 for vertex transformations? :P http://udn.epicgames.com/Three/WorldPositionOffset.html