Never ever merge/load old Max mnux files or cuix files directly into newer Max versions. This is a main entry point for instability and at least loose of functionality. The menu parsing algo can get Max to crash when there is something illogical ( eg. circular loop: submenu containing it's parent menu ) in the mnux file.…
Been a long time since last time i rigged stuff but i think i can shed some light on whats going on with "buffer groups" You have a bone and you need control curve to drive that bone and as antweiler said the end result should be chosen for the comfort of the animator so it's really not standardized :smile: Also your wife…
Dude... really? When I was growing up in the 90s my parents were constantly bitching about "music today" and when they were kids, their parents were bitching about the same shit, and probably so on and so forth. The older people get the more resistant they become to change, they're always looking backward at the way shit…
Game instance class is usually the best place to store global variables. Obscura said: No, that's not the purpose of casting. Casting is another term for type coercion. Imagine you had a variable with "animal" type. Then imagine you would have two sub classes of the animal type, cat and dog, in other words the animal would…
There are several options for moving the pivot around in max. To the right of the scale tool you can find the coordinate type and coordinate center setting. Combinations of these two determine the position and orientation of the pivot. The default setting is "view" for coordinates and "local" for the coordinate center. To…
Hope I'll be able to explain this clearly enough. When you select a spline curve and go to nHair > Make Selected Curves Dynamic, this creates a dynamics-effected duplicate of the curve (known as the Output Curve) while the original becomes the base curve. Normally, the output curve translates, rotates, and scales in…
Hey, good to know it worked. I wrote a small script which includes that bit of code so this time around it should do what I think it is that you want it to do... It will merge everything underneath the LOD groups into a mesh, retain the name, and keep it parented under the main "storehouse" group. Any spare instances will…
could I perhaps steal the thread for a second? got a question regarding bip and rather than making a new thread about it.. :) just a quickie :) previously when I wanted to animate character using bip I went around linking/parenting all of that characters joints to each bip part. the character was already skinned and what…
Hey everyone :) I'm still in high school and have always been interested in Game Arts and plan to study it in college. In my country, there aren't many parents who support their children in studying this field (ASIANS!!) but thankfully my parents are fine with it. :D When I was younger I used to make a lot of sprites and…
Is the highlighted item a *separate* Armature object or a *bone* within the characters Armature? If it is, try this; 1) POSE mode: create a 'reset' pose for the character and place the cursor where the weapon should be (snap to 'weapon_mount' for example) 2) POSE/EDIT mode: once reset snap the weapon to that location…