Thats a terrible thread topic name. Grumbling aside, yes you can. If you look at the playmaker documentation, they have a "Blend Animation" action. Or, if your looking to mix 2 animations together...like having a walk cycle but add a guy waving to it, you could use the "Add Mixing Transform" action.
Make sure that you bitmap node is in absolute in the graph where you use it, then add a transform 2D just after with a "relative to parent" size. This will ensure that your bitmap is saved at it's original resolution and will downscale/upscale after depending on the graph size. (Otherwise the bitmap will be saved at the…
bit array is though a lot faster - and if you are once familiar with them they can improve the performance. And some methods in maxscript require bit arrays as parameters like when passing over a selection to transform and so on. for bit arrays you can use:for v in myBitarray do(print("element: "+v as string);)
Ah my mistake, I'm still on 2012 and the texture resolution option is in configure driver This is one of those problems everybody who starts using 3ds max inevitably runs into Other fun ones: Losing your transform gizmo by accidentally pressing x and locking your object by accidentally pressing space
Assuming you want to keep it alpha blended .. What Eric says will help, if you need more, separating every element of the transparent meshes to individual objects and centring their pivots they should sort pretty well(freeze transforms too obvs As far as settings go, Depth peeling is usually pretty reliable.
max 8 relax owns microcan.. So no need for that one imo. Maybe try reset x-form for the model? sounds like it has some messed up transformations when the poly's act up like that. You can also try hack it and flip the uv-piece in the uv editor and then relax
hmmm, can't say i've had that happen. i'm playing on 360 and the only thing close to a glitch i've had is losing your chaos form when the camera cuts to new bad guys entering an area (even when you've just transformed). i wonder if installing it to the console would help?
Came to the boards around the time Q2PMP transformed into Count de Polys, then to #md at the time of the CuteDoll contest only to have my cute doll not do very well. I got some great crits though from Mal, Gwot, and James Green so I stuck around for more abuse
The Skin Wrap modifier could be interesting, too. If you used Skin to bind your mesh you could even transform the Skin Wrap to a Skin modifier if you need it for realtime-purposes. Never tried this, though, since I still use Physique. But I will have a look at skin as soon as possible.
You mentioned the baked maps will show incorrectly with the new uvs - the uv transfer will solve that by transfering all your baked maps to the new uv lay out. I was just mentioning if you wanted to ever rebake or adjust textures, then you'd always have to transfer textures as an extra step - since substance painter is…