http://www.scriptspot.com/3ds-max/scripts/3-point-align You select 3 points on your object (vertices) and 3 points on another object, could be a plane with edges that corespond to y axis of the world, and this script will align the first object rotation wise so that it matches the direction of those points.
Sometimes, it is only one or a couple of objects that are corrupting your scene. Trying mergining in the file, object by object. You might get lucky and be able to salvage most of the scene. Also, if you are in the habit of using "hold" then you can try loading Maxhold.bak or Maxhold.mx (may have to rename extension to…
Looking at the first pic and seeing a penis shaped object -Free But quite disturbing Looking at the second pic and seeing a penis shaped object -Free But STILL quite disturbing Looking at the third pic and seeing a penis shaped object -Now thats just wrong. Great stuff (to a certian point) Cheapy
I've stumbled onto something that's a bit of a problem, and I hope that someone here has found a solution that they could share with me. I've been trying to iron out my workflow in order to be more efficient and generally improve my art process. I feel like I have a good idea of what my pipeline should be now and I am able…
I read an an article written about this by an Art Director in the game industry and he said that that unless you have animation all you really, really need is to show your textures and models as images the show their quality. You need to show wireframes and textured views and the texutes. The problem with video is it's low…
Thanks for the feedback! One thing, we do have XYZ sliders and numeric inputs for all objects, click on an object and expand the transform module at the top of the object properties. If this isn't what you mean, could you expand on what you would like to see?
real quick, when I want to detach, or select a group of faces from an object to detach, it always props the- clone to object- clone to element- dialog box. Is there a way to detach to object, a "quick detach" if you will, with out that stupid thing popping up all the time?
The Single object is broke, the reason why your render takes forever with multi object is because it uses only one processor per object. But if you change your renderer to Rasterizer then that ends up forcing multiple processor evaluations because the order of operations is different.
In fact i make a copy of objects and reset xform them. But then the resulting normals are wrong on an original not reset object. So i should maybe do smthing about it. Normals are dependent of the object transforms, and basically you should always reset before editing them.
So Im ready to export a scene into UDK. Built it out in Maya, but Im having trouble triangulating everything. I select all objects in my scene, select Triangulate and only one or two objects get triangulated. Instead of going and selecting each object individually (which would take forever), is there a quick way to change…