Do you see any use for this script perna or are there better methods to soften bent surfaces? Anyways, I used the macro recorder like you said and got this:subobjectLevel = 2[B]actionMan.executeAction 0 "40021"[/B]$.EditablePoly.SetSelection #Edge [COLOR="Red"][B]#{1..840}[/B][/COLOR]modPanel.addModToSelection (meshsmooth…
Asked that in "how u model dem shapes" too but I feel thats the wrong place. So I want to put this question in a seperate thread. While adding extra loops Turbosmooth also seems to average the curved surface in a specific way, different to a relax. You all know the Vertex tweaking when defining a curved basemesh in order…
Well not really, or maybe I just don't know of any video tutorial for Graphite specific (probably you can check the How-To videos from Autodesk website, I haven't check all of 'em)..but if you use the Polyboost toolset before, I guess you should be familiar with 80% of Graphite tools. And you can always hover the mouse…
Oh thanks Revel, that looks usefull! Gonna experiment with it. (Is there some sort of Graphite tools video-walktrough? I have seen one a while back, but it did not cover all tools.) cw: Thanks! Will give it a go ASAP.
Revel: I started 3D Modelling with Max 2010, so my first experiance with the poly-tools is from the Graphite-tools. The explanations are good but they don't describe secnarios where this could be usefull. I'll have a look at this Tutorial aggain. cw: Even with a EPoly selected it gives me the else statement. I put that…
ok guys I was feeling helpful this morning so I spent 10 mins knocking this up. function smoothshape obj =( if classof obj == Editable_poly then ( --copy object in case of disaster backup = copy obj backup.ishidden = true if getcommandpaneltaskmode != #Modify then setCommandPanelTaskMode #Modify subobjectLevel = 2 --…
Hi 5, if I get your question right your question is to smoothed out some of the existing edges to better fit the surrounding without adding more geometry right?..then what I usually do is by going into Graphite>Loops>Set Flow (and turn on the Auto Loop if necessary) and Max will automatically adjust the placement if the…
I was thinking, it is probably simple to make a morpher modifier on the stack with the new vertex positions, then you can delete it from the stack, or lerp between the 2 sets of positions as you choose before collapsing. maybe too fiddly to be actually useful though? I'm glad you got it to work in the end. I hope it is…