Thanks Eric. It worked. Better yet, I found that u could easily just copy the vertex paint modifier and paste it above the previous vertex paint modifier stack creating a copy u can paint on.U do not need to duplicate as a reference. Just the same mesh. Problem is, I noticed switching the map channel numbers from the…
Yeah, it's a PITA for sure. Here's a workaround: All objects should be Editable Polies. (The ones you are attaching can have their "edit normals" modifiers left in the stack, but the base should be Editably Poly for all.) Each and every object should have or have had an "edit normals" modifier in it's stack with at least…
oh skin morphs? There is a paste mirror function inside of "Copy paste" it works pretty much like the skin modifier mirror function. I think you'll need to add the new bones first to the list and possibly make a morph for the paste mirror to work. I don't know what you mean by Lattice information? FFD modifiers? As far as…
Thanks! About the script, I just assumed you didn't want an instanced modifier since you were creating them in a loop. Applying an instance modifier is actually easier and faster. macroScript chamfnSmooth
category:"Jus Tools"
toolTip:"Chamfer Smoother"
( cMod = Chamfer() cMod.chamfertype = 1 cMod.segments = 1 tMod =…
You're working in Max so use the 'turn to poly' modifier set to 3. Leave it as a modifier on top of the stack and don't collapse it down or you lose the non-destructive aspect that you should always aim for at all stages of authoring an asset. The modifier will be respected on export. @Carabiner It's the on-card vert count…
Correction: modifier stack goes only one direction, from the bottom upwards. From the Help file: 3ds Max "evaluates" an object beginning at the bottom of the stack and applies changes to the object by moving sequentially to the top of the stack. You should therefore "read" the stack from bottom up to follow the sequence…
Hi. I recently started working with 3ds Max 2014 which pretty much changed a lot of stuff it seems. They changed the "UVW Xform"-Modifier, too. Until Max 2013 the UVW Xform used 0.0 -> 1.0 Now Max 2014 it changed to "cm" or "inches" or whatever. Working with tilables it turns out to be a real pain working with the new…
TLDR: Any way in Maya (or, if not, Max) to have some kind of volumes modifying mesh components, so that I could replace the mesh later if needed with another very similar one, yet have these volume changes instantly applied? --- Full story: The status quo: The general workflow is that the client sends his highpolies with…
You don't really need to modify the post process chain unless you want to add scene effects like heat waves. You can modify all of the same properties such as DoF, Bloom, Motion blur etc in the view>world properties>default post processing. The really bad thing about modifying the post process chain rather than the world…
I found the orbit around stuff to be useless/broken in max/Maya etc. It is totally possible it's fixed though, it's been a long time. Like I said, try to find one with VIAL support - or at least VIA. QMK is the underpinning for these but is much more work to set up key maps (as in you have to modify files and reflash the…