I don't get it. One of my pet hates with max is that ignore backfacing only works if the surface is facing away from the viewport (self explanatory). But what about the majority of the time when there are vertices behind the surface you're woking on which get selected because they're not backfacing? Viewport clipping's a…
Im going to regret saying this but since installing .Net 4.0 im digging the ribbon. The default position is shit but Float a few toolbars go into expert mode.. JOY
I believe ignore backfacing works the same way backface culling does by using the face normal to determine if it's drawn (or selectable) or not. This is why it's allowing these verts to be selected. Would it be hard to code something like that? Probably not, you'd just have to check if those verts are behind the drawn…
I like the ribbon, yeah. I'd want to get in there and pretty much redo it (cut whitespace, for one!), but I do like it. Oh, and for it to be truly useful, it would have to work for more than just edit poly. For instance on curves etc.. as well
There are MANY things in max that could be improved upon, but instead they add new shit that doesn't really matter, and leave stuff broken or un-reliable. They have made some aspects better, but I won't hold my breath for them to fix the other tools.
Selection Highlighting in max makes selection a lot more reliable, but then selection works completely different from how it normally does (holding ctrl without clicking flags everything you pass over with the cursor to be selected when you click) If only it worked more like Silo's selection highlighting.
Yeah, you'd think so, not in Max though. The Ignore Backfacing button is basically pointless in Max, imo. @FicWill: I'm not a coder. I was hoping something was about :)
It shouldn't be an issue really, backface ignore in blender will make only the visible polygons/vertices/edges selectable. I'm pretty sure other applications do it properly aswell.
FicWill it doesnt need to be that slow its just the way you are approaching it Create a bitmap the size of the viewport get forward facing polys. get verts from forward faceing polys. do a intersect ray to each vertex, get the hit and compared the distances from the hit to the screen and the vert to the screen. if they are…