Local X rotation on a biped finger twists the finger, Local Z curls and Local Y rotates it side to side. On a biped it will require a sub-animation controller, before you can wire anything to it. Without it you get "available". Even with the right sub anim controller it only works on the local axis there is no possible way…
If you don't want to make one, you could use the Generic Image Based Lighting .fx file made by CrazyButcher and Brice Vandemoortele and Cedric Caillaud. http://www.luxinia.de/index.php/ArtTools/3dsmaxFX Or the Skin shader by Ben Cloward. http://www.bencloward.com/shaders_skin.shtml
This is just a block out.I drew lines and converted them to editable poly.Im planing on extruding them after im satisfied with the blockout.I have a question....I have a group of objects but i drew somemore objects and they are not in the group.How can i add the new ones to the exsisting group.3dsmax11.
Good job! You're getting it, this is great to see! I'd make the rim along the very outside edge much thicker, like 2x the width of the inner ribs. Here it looks like 1/2 as thick. As for learning to bake normal maps, I would suggest following the tutorials that ship with Max, for example: C:\Program Files\Autodesk\3ds Max…
it does work, but only if both blended textures use the same UVs. any HLSL shader would allow to blend this stuff, so standalone max will be sufficient. I will write a .fx file and paste it here edit: got a simple .fx going that allows you to paint vertexcolor masks, currently just 2 textures supported, but I could raise…
Nope just your file association. Reinstalling would probably fix it but that's a little extreme. You could right click a max file and choose "open with" then choose "choose default program". Browse to the 3dsmax.exe and make sure to check on "always use the selected program to open this kind of file". It will switch the…
do you maybe have a maxstart file with some strange settings? (de)installed a renderer or custom shaders recently? something seems to go wrong inside the material editor. if all else fails, rebuild the 3dsmax.ini and/or look for other config files to rebuild inside the max-directory.
rather than start a new thread, I'll bump this up... The vertex blending tutorial I found relates to importing it into Q3, (http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html) is there a tutorial out there that shows how to do it so it displays internally in max renders? This model will not be exported to a game…