Does somebody know an optimal way to do it? For example I do a rotation noise input to rotate things scattered by fx-node. How can I pass that input through fx-node itself simplest way possible? Preferably doing the fx-map scattering only ones. To get output with every thing rotated plus another output as rotation factor…
turn off filtering and animate a camera rotating around the car, screenshot each frame and combine in your app of choice. or you could turn on snap rotate and rotate the car instead of animating a camera
heyo this is the opposite of how these questions normally go. Usually someone has scale on the parent and is wondering why the child rotation is skewed, but this time I want that effect and it's not working the way I think it should in Unity. Here's the setup: I have a wheel I want to skew at an angle the faster a vehicle…
Hi there! I (and a few colleagues of mine) have a problem with unwrapping in 3DS Max (version 2010 and 2012). When I unfold-map of flatten-map, some clusters automatically get rotated so that they fit in the imaginary unwrapping square (even when I turn normalize off). Now I'd like to rotate these objects so that they are…
SHEPEIRO: Thats probably not the best place for a door. Suppose someone needs to get in and the entire turret top is rotating? It would be better placed below the point of rotation, then lead into a vertical shaft that goes between the rotating section and the non rotating section. It could exit out onto a small portion…
say for something like a wheel where you don't want say a light map on mapping channel 2 rotating with the wheel you can IIRC use a UVXform modifier with an expression controller for the rotation set to minus wheel rotation.
yes the normals appear to be slightly bent should I manually rotate them or something to your second point the low poly isn't finished yet I'm just trying to sort the baking issues low poly without bevel
How to lock the other orthographic views in max like the side, top and front? I am switching from maya to max so sometimes I accidentally rotate it (the pan in maya = rotate in max). Is it possible to disable the the "rotate" in other ortho views in max? Thanks.
I am doing a simple rotation in 3ds max of a fan spinning. There is no bones in the mesh. I know i'm suppose to import the object as a skeletal mesh. I know im suppose to bake animation, and also I know I have to untick the box that says Anim Rotation Only. Even after all of these steps, the skeletal mesh does not animate.…