Don't avoid modifier stacks. Just learn why they can break, so you can avoid doing that. They're not bugs, they're just a part of the workflow. Some modifiers are dependent on the vertex count below them. If you change the vertex count, the modifier will reset itself. For example, if you delete some vertices in Editable…
I fixed my geo and used a Symmetry modie for my problems. That reduces the work to half. 3ds Max has at least for me several bugs so i avoid to do anything like modifier stacks. I use a modiefier and then i delete it or collapse it. Not sure what Max do if i use a big stack of modifiers. Thanks for your explanation
Can't really do that within the same modifier. Better to use separate objects. Anyhow, those objects are separate in real life, so your model should do the same. This is worth a read (help file) http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=GUID-9F0E9AC3-FAE6-46A6-83F3-591084220B12 I used all three methods recently…