You can use the weights table. http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab04106313366400bf6112a1cea097-7ef6.htm,topicNumber=d0e82445 I always use the options "Selected Vertices" and "Flip UI"
ah i see. constraints probably will not be enough if it has to go to a game engine. But I dont know enough about animation in unity to suggest what to do on that end. to attach a simple dummy object really all you need to know is a location of a joint being updated per frame, so as long as you can access a joints location…
I started working in Blender and immediately saw the benefit of having a 3d cursor as a reference point for transformations. Now I am back in max and I want it back! I am trying to scale vertices toward a pivot point, but instead they scale toward their individual centers, is there any parallel in max for this?
When i'm trying to select a set of faces in the Ortographic view, and i somehow manage to select only those faces that points to camera. Faces that point vertical are not selecting and i can select them only in perspective view. I already tried to uncheck "based on camera" feature in settings.
Hi, Is there a tool that you can put specific scale/rotate proportion for selected faces/edges/vertices in X,Y,Z or two of them or just one axis? I know there is a similar tool for transformation in the top toolbar but nothing for scale and rotate.
Hello everyone, Is there any software that makes it possible to draw SVGs directly onto a mesh? I imagine this to be like 3d painting on said mesh with the option to manipulate the points like vertices which have been constrained to background after the fact.
Sorry in advance if this is a proper noob question, but is a properly done model meant to have these shadow-like streaks going across different sections of my model? Ive checked my normals and they all seem fine, ive also checked for vertices being doubled over and there isn't any.
pretty straightforward. I think the result is pretty nice except for some artifacts that i need to solve later. Will i have problem rigging this later? especially for the skinning part cuz the vertices are INSIDE the armor.
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
I would like to learn how you clean and make tileable texture with as many channels as possible. For example something simple like a tree trunk. It is easy to capture. After it is exported from agis photoscan I Import it to maya and make a simple cylinder close to the trunk. Now it gets interesting... I can use maya…