Hey poop... Y'know, esoteric is good. Try explaining transform distortion caused by stack modifying vertices below the transform to first years. They go all gooey and if you poke them they fall over. You can cut away the mirrored faces using an edit poly modifier to temporarily clean them away while you do your render to…
well yeah i think converting the bone to a patch is deffo the problem. If it's only a modifier above your modifier pile, just remove it, else it's gonna be a bit tiedous to correct. If there's not much skinning work, i would suggest to reimport the bones and redo the skinning part. It may works if you put a material on it…
less triangles + easy to unwrap + better shape definitions = win i say the easiest would be to model and texture a couple -4 or 5 or so- of the lightblue parts, copy and rearrange them on a straight line and then apply a bend modifier then model 2 or 3 of the pink curvy things and rearrange them and rotate them by…
Release notes(not released yet): v0.1 * generic operators based on standard ops, modifiers and bmesh already working * live node previews * live primitives * cached node output * ops, modifiers and bmesh integration works well with some hacking, edit mode ops not working thus * fast voxelized preview for extra large meshes…
i never understand why people say max is faster than Maya i can create a primative at 0,0,0 and intstantly begin working and modifying in the channel box, where in Max i have to prep the damn thing before working and there's no marking menus?!?! if you have a many dislikes for Maya then don't use her Max would love to have…
Then that's it, the modifier is "auto-applied". You can collapse the stack, or put an unwrap on top, you'll see all faces are mapped into the 0-1 square. uvw map and a uvw xform is sometimes all you need to unwrap simple shapes, without bothering to open uvw unwrap. Great thing is you can copy paste modifiers through…
Yea, u may be right, I was actually thinking of morphing the original mesh to the one i made but after seeing ur pic seems like a waste of time.... Looks like the only option i have is to modify the original mesh instead of trying to import a custom one.... the only thing i hate about modifying the original is that the…
Ahh screw-it. I had some extra time this morning, so here is a mini tutorial, that is 3dsmax specific. Note1: All of the edit poly operations (steps 5-8) can be done in a single edit poly modifier, I did it in separate modifiers because it was easier to screenshot. Note2: The last three steps (10-12) are only needed if you…
http://dl.dropbox.com/u/2904948/Tools/Martinez_RemoveBoneAssignWeights.ms I made this tool for myself a while back. Just download it and run it from the MaxScript Run menu. This will remove the selected bone from the Skin modifier and assign it's weights to the a different bone that you choose. Use the Pick OBJ button to…
Update: I've found the following script which allows you to get straight to the base object: http://www.scriptspot.com/3ds-max/scripts/modifier-auto-select I can't find a script that returns you to the same sub-object of the same modifier that you were on before you left the object. If anyone knows of one, or can script…