You could check out the Motion Capture Controller. https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Animation/files/GUID-89367E0E-8D43-48A5-ABC1-BD1119B25F77-htm.html
Hi all, I've been busy with some other works. Here's an update: I created and uv unwrapped my low poly models in 3dsMax. High poly was done in Zbrush and baked normal and ao maps in Marmoset Toolbag.
If you create a image of your tiles with different grey colours for each tile you can use the displace filter to offset these tiles based off grey map. or you could just model this stuff in 3dsmax and offset the UVs
A colleague just found the place in the documentation where "$" is documented. It recommends using "selection" but for other reasons: http://docs.autodesk.com/3DSMAX/14/ENU/MAXScript%20Help%202012/files/GUID-8395020C-E3B6-4282-AF1C-5B58BDB97A2-391.htm
i dont want to sound harsh but the instructions are here http://download.autodesk.com/us/3dsmax/2012help/files/GUID-9596F6EF-3569-44F2-8D6C-6EB58C30BED-480.htm which can also be reached from the help menu in max
How about just making simple shapes in 3dsmax , and subdivde them there , then make the textures just in crazybump or the like , ... this is how I did those that you can see in the scroller of my site ... http://www.n-a-i-m-a.com/
You have already asked this question - http://www.polycount.com/forum/showthread.php?t=148688 I suggest reading this before going any further Then consult the polycount wiki Then try Google, "Engines compatible with Skin Morph Modifier 3dsMax"
You can query what tool you are using toolmode.commandmode toolmode.commandmode -- I am swapping here. #movetoolmode.commandmode#Rotatetoolmode.commandmode#nuscaletoolmode.commandmode#select More info here: http://help.autodesk.com/view/3DSMAX/2015/ENU/index.html?guid=__files_GUID_408F43DA_6C99_4CF5_96D5_78836A5DCB02_htm
Revit and 3dsmax. Also, on the point of this not being an arch-vis specific forum, there is more crossover now than ever. Environment artists adopt building concepts from arch-vis and arch-vis artists are starting to dabble in UE4 and Unity.
The answer is - Yes, the default TTI can be rearanged. But, most propably this rearangement will works for 3dsMax 2014 and up and I don't know if the resulting dialog an be docked and the titlebar removed. But the spinners in the TTI can be rearanged and the size of the TTI dan be changed.