Draster's Switcher plugin gives you Maya viewport and clicking behavior. This is not only handy for easing the transition, but if you use them both at the same time, having a single set of viewport controls allows to switch back and forth seamlessly (especially if you have both open at the same time, you don't have to keep…
theres plenty of scripts and the new xview in max 2010 for finding problems, ngons etc, but in the end its mostly down to the modeller and their technique. noobs meshes seem to have lots of problems than someone who is an experienced good modeller
You have to do it via macroscript. I posted this question a little while ago, and pior posted a great little script that allows you to assign it to a hotkey. The thread is here: http://boards.polycount.net/showthread.php?t=72060
Firecracker197: Yep, sounds like a very easy thing to script for Max. Probably just a few lines of code. I might look into that tonight if I get bored of L4D2 :) Hell, there's probably already one - have you checked scriptspot?
MoP: I swear, I will owe you as many frosty beverages as you want, if you can deliver the auto save script with ALLLLL possible haste. Both Anuxi and myself are both learning maya right now... Autosave is a MUST, Maya 8.5 is not the most stable goat on the mountainside.. click click boom closed down...…
Yeah I mean I probably could check, but I just thought it was one of those annoying things that should have already been put in max, I mean if they are gunna put out a new version every year why do I still have to get outside scripts for like the simplest things?? >_<
poop, not that i know of, still use the cut and delete method to move edges. that said i still preffer mayas basic toools much more than maxs, and i had so many scripts in maya that cant be made in max because of the stupid/clever way it stores(doesnt) meshes vertex/edge/faces
Does maya have constrain to edge yet? Not just on one vert, or an entire edge ring, but on any selection possible? I use that on a minute to minute basis in max, (shift+x) for high poly hard surface, and the last time I was using maya (about a year ago) it didn't have it, and NO scripts or add ons would bring it either.
Try using "Transform Component". I think it's in the Edit Mesh menu, but I usually just access it through SHIFT + RMB with any vertex/edge/face selection. Yeah, it's a bit weird, but you get used to it. But the marking menu is super fast! SHIFT+RMB-down, baby! :) Yeah, this is painful. I'm working on a script for this but…