Opensubdiv - MPS is a plugin. It doesn't ship with Max and hasn't been recompiled for 2017 so you'll have to use the regular modifier in conjunction with the Crease Set modifier, which works hand in hand with the OSD mod.
Were you by chance in a sub-object mode before entering the skin modifier (you need to be in sub-object level 0 before entering the skin modifier else it'll only deform selected components) ?
That's probably what broke the vertex ordering. If you need to edit morph targets like that you should do it with an edit poly modifier one the master mesh and copy the same modifier onto all the targets.
CrazyButcher, I did what you suggested and created a keyframe for the vertices on the frame after the frame I'm modifying, but they are still moving on the frame before the frame I'm modifying. Is there anything else I need to do?
Yep you can do morph targets after you skin, just make sure the morpher modifier is under the skin modifier, that's the beauty of max you can apply modifiers out of order and drag on modifier under the others if you need to. It's been a while since i used morph targets. But i think you can do it after the skinning. As long…
Apply a new Edit poly modifier or collapse the existing one: that will get the new adjusted colors. Seems like the color value itself is stored with the max scene too. So the changed UI gizmo color will not be applied to existing Edit Poly Objects/Modifiers ....
I was talking about applying a modifier on several selected instances at the same time. It creates a reference, which means everything above it will not be shared between instances. Anyway, applying a modifier on several instances at the same time is a nonsense (unless you want to use a reference)
I'll give this a go. I'm a Maya user and can only find tutorials on this for 3DS Max due to the tessellation modifier 3DS Max has. Is there any kind of plugin for Maya for this? Would just be cumbersome for me using 3DS Max just for that modifier hah.
It's pretty easy. * Just add an Edit Normal Modifier. * Select all normals and click Make Explicit * Go under the Edit Normal mod and detach as needed. * The normals will appear to break, but they will be saved when you go back up to the Edit Normal modifier.
the thing is I'm extremely new to this and , I know he is using editable poly modifier but I don't get how he creates the new segments and how he prolongs and modifies the ones that are already there. I'm guessing this is very basic stuff but it can't be helped :(