I think maya 2011 was the last version with FBIK and is now fully replaced by HIK. You can try to bake down your animation on the skeleton the select the hips right click on translate z and x in the Channel Box and press "mute selected".
It allows you to select split vertex separately, like selecting independent vertex normals, or UVs in the 3D view, can also be used to apply different vertex colours to one vertex (but there are usually easier ways to go about this)... I never use it. :)
Nope. But you can select backfacing UVs, select overlapping UVs, show edge distortion, etc. http://docs.autodesk.com/3DSMAX/13/ENU/Autodesk%203ds%20Max%202011%20Help/index.html?url=./files/WSf742dab04106313366400bf6112a1cea097-7eb9.htm,topicNumber=d0e90729
Running the script even once made it almost the same as what my issue was with the relative transform thingy. I basically want to select a couple of Vertices.. scale that down by x amount. Select another group of vertices and scale that group with the same amount.
as you are folllow that tutorial you'll get to 'Select the plane called 'Side' and apply the material, also click the checkered square to 'Show map in Viewport':' instead of just turning it on, hold it down and select the second option then turn it on. thats what improves the quality
Maya tools, derived from Max? Easy. 1.) A New Materials Editor, or new interface. 2.) The ability to use geometry as bones, that DON'T export. 3.) Target Weld. 4.) The ability to retain selections, or transfer selections between subobjects. Scott
looks like you're applying that as a bump map in max and not a normal map. Material Editor > Maps > Bump (set to 100) > click None (under Map) > select Normal Bump > under Normal tab click None > select Bitmap > apply the normal there.
@musashidan You might also want to try seeing if the Edge Selection option in chamfer modifier is useful for you - the modifier also selects an additional edge in the inner corner for a smoother chamfer, but the chamfer modifier in a general case generates uglier topology connecting to it.
Another thing - why haven't they fixed the problem with disappearing vertices, and now selected edges are lined in red. These are problems that should be ironed out in the first release, you have to 'make do' because it's another of Max's foibles. For example - these have edges selected:
I think you need to flip the green channel of your Normal map. If you don't know how to: In photoshop go to channels (next to layers), select the green channel, invert it (ctrl + i), select the top channel again (RGB) and save