[ QUOTE ] Not entirely helpfull when adding things to your selection, though [/ QUOTE ] ahh true that is a pain, and I've hit it a few times. I end up having to deselect everything select that one piece (click click click...click now I have it) then select the other pieces and hope it doesn't bug when selecting something…
Yes, you can do Maya-style hard/soft edges in Blender pretty easily (more easily than vanilla Modo at least), and they export to UE4. Unfortunately, you can't just import your .fbx and export it; you have to set up the smoothing in Blender instead. Let's say I've modeled a beveled box in Modo and I want to take it through…
Ahh in that case, it gets difficult. The reason I don't think it will work is because quite mode is very specific to what triggers the error. In this case I don't think quitemode has an option for export (you're exorting right?), but the render "missingExtFilesAction:" might work, but I doubt it because its not triggered…
Sorry about not catching this earlier I was viewing in my phone and I couldn't make out the topology around the mouth and assumed it was what I prefer =/. As an animator that rigs up a lot of faces (mostly using morphs and occasionally bone based rigs) then I would much rather there be some kind of organized looping…
Correct. From the Maya docs: To add objects or components to the current selection using Marquee or Drag select * Do one of the following:* Ctrl + Shift-drag over unselected objects or components. * Shift-drag over unselected objects or components.Note: When Drag select is on, Shift-dragging over selected objects or…
Hey Polycounters ! I recently made a new tool for the "face weighted" normals workflow in 3DS Max: https://youtu.be/yzfgRYphbJs A fast and non-destructive solution for real time hard surface modelling using chamfers and custom vertex normals. This is a very versatile tool that will greatly help you dealing with "medium…
@eskinto: My memory is hazy, it's been a long time since I last used Modo. Anyway, it might be that I did my cutting in orthographic viewports. I don't think it's technically necessary, but it allowed me to see precisely where the cuts would be placed. As for cleanup I think I had a script or macro set up to do something…
You can change the size of joints in the Channel Box, that might make them easier to select. One thing that really annoys me about Maya's selection in general (especially becomes apparent when dealing with joints, lots of hierarchy relations), is if you select just the parent of a joint chain, it highlights the whole chain…
Would someone know how to get this working in max 2013? A variable has to be changed somewhere? Or does it just need to be resaved as unicode? Not familiar with either. This is what I'm refering to... http://www.scriptspot.com/3ds-max/scripts/imageplane-v1-5 Although now it is called Vertical Plane 1.7.1 It's great for…
Ninja Dojo Has been updated to 5.1. Its available on the Ninja Dojo Site and Creative Crash 5.1 updates Ninja Dojo 5.1 1. Added NInja Dojo ini file. This will save the UI type and button colors Ninja Mesh 2.7 1. Added Selection Rollout 2. Added Select Random % and Select Random count 3. Added Select by face angle 4. Added…