3ds Max :: Create Absolute Layer And Activate Setup / Animation Mode Toggle
Jul 1, 2011
The big problem with CAT. 3dsmax 2012 64-bit. Problems have appeared after installation SP1. I adjust a skeleton. In Link Info In Setup Mode I activate Animation Controller and Additive To Setup Pose. Then I create an Absolute Layer and activate Setup/Animation Mode Toggle. The bone departs not clearly where.
I've been running into a frustrating limitation with certain keyboard shotcuts for Nitrous display modes. For example, if I try to use my old 2011 shortcut for "Viewport Box Mode Toggle", the bounding box displays on TOP of the current shaded/wire mode instead of toggling. If I change the assignment to the new Nitrous command "Viewport Visual Style Bounding Box", it is no longer a TOGGLE key and to go back I must then use the key assigned to "Viewport Visual Style Wireframes/Shaded" (or classic "Wireframe/Smooth+Highlights Toggle")...
BUT...
In Nitrous both of these wire/shaded toggle commands do not work properly if you are changing from another display type (such as box). Instead of toggling between wire/shaded, they toggle between wire and the last display mode. So in essence there is no way to toggle between Box and Shaded without r-clicking on the viewport label every time you want to return to shaded mode as far as I can tell. Not being able to quickly toggle Box mode really screws up my work flow, so for now I'm reverting back to DirectX.
When in vertex, edge or poly mode, usually I was able to switch between them by pressing number 1,2,3,4,5. What also was useful, is if for instance I press the same number twice, then I would exit the sub mode. This was very useful. Now in this version this option is disabled by default, similar to the zoom extense all, but I was able to changed this in the UI settings.
Somehow I activated a mode where when I click on an object, if there are several objects there, it will bring up a little menu to pick which one I want, similar to Inventor if you hover or say "Select other...". How do I toggle this mode? Turns out I like it sometimes but usually I don't need it.
Searched the net and did find some official tutorials where its says the Poly mode could be toggled. Like hitting "2" once switches Edge and hitting twice toggles poly mode "off". But I don't find the option where it can be set.
How do you toggle safe zones in video mode? (broadcast safe zones)
I am new to using Ai. I mostly used it for vectorizing and creating strokes and shape paths. Now i am trying to use it to improve the look of my Ae comps.
I have a problem with this command : "Toggle composite and grayscale mask in Quick Mask mode"I know i have to press the tidle key " ~ " to activate it but i'm using an Azerty keyboard (belgium) and i have trouble with it.The only way i can use the tidle key on my keyboard is to press "Option + n" keys.
So in Photoshop, i load a channel selection, turn into "quick mask mode" and then press "Option + n", but nothing happens.If i try with "Command+Option+n", i open the window for a new document.I have tried ALL combination of keys but nothing worked.I have also tried to change the keyboard input to Britain, Usa, etc but it still doesn't work.
I'm using the english version of Photoshop CS6 (Subscription), and an Azerty Keyboard (Belgium) on a Mac Osx Snow leopard.How can i solve this problem ?
I have an action with a number of items to do prior to releasing/proofing a file to print. I can record overprint preview using insert menu item, but this toggles to on or off depedning on what the last.
I am currently using 3D Max 2011 and am having a problem constraining an object to a path. I modeled a lot of the work in CAD and brought it into Max. My problem is that when I contrain the object to the spline it wont rotate through the course of spline. I have checked the "follow" toggle and "allow upside down" but it doesn't make a difference.
Also, I tried to set a different pivot it point for the object to use for the constaint but it still used the default pivot. I made sure use working pivot was active..For the working pivot shot, I had to delet the path constraint in order to show the location
What is the fastest way to activate the right layer for editing when multiple transparent and background layers are overlapping in gimp?
For example in the photoshop I would click left and right mouse buttons on an object of a layer that I need and a list of layers which have visible objects at the area where i click will appear and i will choose the one i need(which I meant)In Gimp, I find it difficult for me to access the right layer fast, when I have many layers.
i use section planes quite a bit and if you're familiar with planes than everytime you insert a new section plane the settings reset. i would like to insert into my template 3 section planes each with my custom settings one being for plan one being for front one being for side. each being on a seperate layer. i would like to create a macro along with a toolbar that toggles a particular layer on and off. how do i do this? using the same shortcut to turn the item both on and off? to toggle....
How to toggle the layer lock/visibility in CS6 than in the earlier versions.
It seems that there's more padding around the lock/visibility icon, and you have to be really precise to click it... increasing the row size doesn't really make any difference, as the "padding" is still there. Wheres in the earlier versions clicking anywhere within the toggle box would enable/disable it.
I'm trying to make a FK arm with the ability to stretch in Max 2012, but as soon as I assign an orient constraint to the elbow, the stretch ability disappears.
The file consists of two bones, two spline controllers, and an expose transform. The upper arm bone is orient and position constrained to the shoulder controller spline. The exposed transform reports the distance between the elbow spline controller and the upper arm bone. The lower arm bone, has a "Float Script" on the X Position transform and it takes the distance reported in the exposed transform to adjust its position relative to the upper arm bone.
If I select bone_elbow and assign an orient constraint, the "Float Script" on the position stops working, but the rotation works.
(I'm trying to keep the controllers out of the heirarchy of the bones because our game engine will export them and I'm trying to avoid that)
It could be interesting to activate a layer filter from a combobox (I'd like to have this combo into the layers panel) in order to have fast access to the layers beginning to this filter.
As I am using Layer Comps more frequently, i find myself frequently needing to toggle the visibility of layer groups, which contain several sub-groups. I tried all the shift + cmd + option - click variations, but none seems to do the trick.
here an example:
Visibility Type Name OFF Group Row ON Group Button 1 OFF Text Help! OFF Shape Bg ON Group Button 2 OFF Text Help Please! OFF Shape Bg
so what i am looking for is a short-cut so that when i click on the visibility of the Group Row, it will turn on the visibility of all the layers contained.
I just recently discovered the keyboard shortcut for toggling the current layer on and off and it is an incredible time saver. Is it possible to create a keyboard shortcut dedicated to toggle a specific layer on and off regardless of what layer I am working on? I use Photoshop for painting and I'll have a layer set up like an overlay, with my line drawing set to Multiply blending mode at about 25% opacity.
However, as the painting progresses, I need to turn that layer on and off continuously to be able to see my painting without the lines overlayed. I know I lose a lot of time having to go over and turn the eye off and then back on over on the layers pallete. I've tried setting something up as an Action, and had a shortlived success, but when I added new layers or moved them around after setting it up, it stops working. I have to say, it was my first attempt at creating an Action of any kind, so there may be a way to keep it working regardless of what I do to the other layers, Having the ability to somehow dedicate a key for quick toggling of my drawing layer would be another tremendous time saver.
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
I have two similar images where the subject has moved between the images. I have them in the same file as two separate layers and am using the subtract layer mode to identify where they differ, (roughly!).
I want to be able to use the subtract layer as a completely new layer so that I can make edits to it. The only way I have found to do this at the moment is to 'copy visible', but this still brings other elements that I don't want from where the layers overlap.
I am trying to setup a a system that allows me to rotate Point 1 and 2 joints to place downstream spheres into specific locations such that the distance and angles between the spheres don't change.
Everything works the way I want (so far), but Sphere04 goes the opposite direction of its IK chain.
I am trying to animate an object in sub-object mode, using set key, but can't get the keys to animate. In the 3dsMax Help Documentation, it says the following:
Using Set Key with Sub-Object Animation
When using Set Key with sub-object animation, you must first assign a controller before creating a key. Sub-objects do not have a default controller assigned upon creation. The controller is assigned by animating at the sub-object level.
To animate a vertex using Set Key:
Create an editable spline. Select a vertex. Turn on Set Key mode. Move the selected vertex. Click the Set Keys button.
Now a controller has been assigned to the vertex. From this point forward, you can animate.
I tried the above process with a line converted to an editable spline, and still can't get the keys to stick.
When using the brush tool what is the difference between using the brush in color mode on a normal layer vs using the brush in normal mode on a color mode layer?