That's a good technique but also keep in mind that there are natural breaks in all kinds of objects. For example, the head/capital/volute of the collum is usually a separate piece and sometimes its easier if you just treat them as separate objects, especially when you're modeling high poly details. You could spend a lot of…
Hello... I am colliding with an obstacle: I have hundreds of objects in 3dsa max (instances) that have to be instances in Unity. How do I export them from 3dsa max scene to unity with those instance bonds? Please help. I tried to replace objects with point - export - replace with prefab, but all my objects fly all over the…
I have a complex model and many tabs with materials in the Slate Material Editor. If I use the compact material editor there is no problem. But when the Slate material editor is open, selecting objects in the viewport is slow (a lag of 2-4 seconds) between each selected objects. The viewport performance itself is great…
I have an if statement that I want to use to see if the object is selected or the polygon face is selected, when I use the right click menu to switch to face mode it appears to mess up the -q -polymeshFace and it will return true even though I'm in object mode. Does anyone know how to reliably query if you have faces…
So I've been working all day and saving sequentially as I progress. My files are spread out in various folders. No main project file was created with all objects nicely saved in an appropriate 'assets' folder (instead, they were imported into the scene and the scene saved). I've also imported shaders from other folders on…
Heyo all, There may already be an easy way to do something like this but I made a maxscript for using on my brawl entry. Lemme know if you've got a better way though :) I've been working on a little sub-d stuff for the first time in a while in 3ds max and one thing that bugged me a lot was trying to set a temporary pivot…
Been all morning trying to figure this one out. I have these lines to let me hide faces/objects: if Ribbon_Modeling.isFaceMode() then macros.run "Editable Polygon Object" "EPoly_Hide" else actionMan.executeAction 0 "223" -- Tools: Hide Selection And it works great, except for when i want to hide faces from multiple objects…
Select just the object you want and export this object to a new scene that contains nothing else. Open your scene that you want this single object in and import the scene you have created. You will notice that the import in Maya opens a browse box effectively only letting you import one Maya scene at a time, this is pretty…
I don't have that object selected, but the vertices are still being displauyed which is slightly annoying. I've tried restarting Max, and resetting xform. I've also tried duplicating the object and the same thing happens to the duplicate of the object. Is there anything I can do for this without having to remake this mesh?…
Hey currently I'm trying to sort through this piece of code that I've edited from one of @Ojah 's old posts. fn F_moveUV movePos = ( if selection.count >= 1 do ( SEL = selection as array for i = 1 to SEL.count do ( print SEL[i] objMod = SEL[i].modifiers[#unwrap_uvw] objMod.unwrap2.faceToVertSelect() print objMod vArray =…