Is there a simple way to mirror a skinned mesh and it's bones? I've been doing this: 1. Select bones 2. Animation>Bones Tools>Mirror and set it aside 3. Select mesh and original bones and use mirror tool 4. Go to skin modifier and save envelopes 5. Align bone tool mirrored bones to original bones 6. Delete original bones…
Yeah the NURMS toggle should work exactly the same way as the + in XSI. Once in subdivision mode, Ctrl and + together will toggle between the low-poly and smoothed cages and are editable which I don't think you can do in Max. Alt and + together will toggle isoline display on and off. You can also select your object and go…
Hey Gabriel, Sorry for the problems with this. There is a bug with the latest hotfix, the skew data is loaded from older files but isn't initialized until you've selected the Low object. This should only happen for old scenes, updating the file by selecting each Low object in the scene and saving it with the latest version…
For 3dsmax: Click on your model -> use edit poly (modifier or convert) -> Face selection -> Select the polys you want to use a different texture/material on -> scroll down in the options list on the right toolbar, right above the smoothing group parameters there's something with Material ID just change this to 1,2,3 or…
You have to manually unwrap your model. Here is a youtube video with proces. <iframe width="560" height="315" src="https://www.youtube.com/embed/eR4i2Pg2cio" frameborder="0" allowfullscreen></iframe> (Belive me or not, I forgot how to insert youtube video. Anyway, just click the link and it opens in a new tab) Furthermore,…
Hi Selaznog. Thanks man! I'm glad you liked it. I did it this way: 1 - I applied the hair/fur in max using polygon select as base and a line to draw each amount of hair. 2 - Then I transformed it to geometry(like 10 little polygon bases or less of hair). 3 - As geometry I selected the top borders and then I scaled it in…
" Haz and nizza convinced me to abandon my fear of 2-sided thin geometry, and I cleaned up my bases in Max. Since I knew lotsa the pieces had trim I got a base for that selection by using the shell modifier with edge mapping set to strip or something (then use auto group by uvs to get a selection of that whole inside edge)…
I've got a script that takes a skinned model and detaches all elements into separate skinned models. It also has the reverse function to combine a bunch of skinned models into one skinned model. So the workflow would be to select your model, run the script and press "Detach Skin". Then select all the parts you want to…
@crazyfool: If you find one, please let me know! :D @MeshModeler: Circles when making a selection? I'm not entirely sure what you mean I'm afraid. =/ I just have the default selection settings. Yes, I have AO in the viewport, just to go the Options for Viewport 2.0 (Render -> Viewport 2.0 (Option box)). The songs are from…
What you want is to model one segment, then mirror 3 copies of it by using the Mirror tool (instead of the modifier). Then you can animate each one however you like. To solve the seams between them, select all of them and add an Edit Normals modifier, then select each pair of vertices along a seam, and Average their…