I am making the switch from Maya to 3DS Max for my new job. I am watching the eat 3D video on 3DS Max 101. The instructor uses a lot of splines for things such as barbed wire. After creating the spline, he enables 'enable in renderer' and 'enable in Viewport'. This is all good and fun if you are rendering in 3DS Max, but…
True, its not magical, but there are better ways to work around that if you plan to make edits to the geometry. For example you can use PathDeform(WSM) to conform a piece of geometry to a spline (path). That way you can edit the geometry but will still be able to edit the spline. I suggest PathDeform'ing an instance of…
well, if you pot an epoly modifier on top of it and afterwards remove a segment from the spline, the epoly modifier could loose its affect, as the vertex ids change.
OR right click in the viewport (or modifier stack) and select "convert to :Editable poly". Dropping an edit poly on top allows you to go back down and work on the spline add/remove knots, merge splines, tie it in a bow whatever without having to actually manipulate the geometry. Normally before you do any skinning or…