3ds Max :: How To Assign Value As Per Vertex Basis In VertexPaint
Feb 18, 2014I have a mesh and it has VertexPaint modifier. How I can set values on a per vertex basis?
View 1 RepliesI have a mesh and it has VertexPaint modifier. How I can set values on a per vertex basis?
View 1 RepliesIt is something I have painted using the vertexpaint and need to make it a bitmap.
View 1 Replies View RelatedSince joining Photoshop CC I have been locked out on a regular basis. Each time, I am asked to sign in again and register, even though the registration page is fully filled out. This has happened three times in the last week. It isn't a matter of not paying the monthly fee...the payments show up in my account. Yet, each time, I get a message that my 'trial version' has expired. Except, I never downloaded the trial version. As I understand it, if you don't pay, you get a couple of months before you are locked out. Yet, here I am, fully paid up and locked out at least once a week. It's no big deal to sign in again but winter is coming and where I am, we regularly lose internet, sometimes for a week at a time. I also travel to remote corners of the globe. What am I supposed to do if this happens when I am cut off from the internet.
View 10 Replies View Relatedmy Gimp is all of a sudden crashing on a frequent basis!!!! it could just be sitting there and I could be away from the computer and it crashes, I could just save or export the image and it crashes, I could just do one thing after opening an image and it crashes!!! it is crashing at RANDOM and WITHOUT explanation FREQUENTLY!!! I need fixing this frequent crashing issue!!!! I have NOT installed ANY new plug-ins or anything!!!
View 3 Replies View RelatedMy 2009 Autocad Lt system is crashing on a regular basis with the following:
Fatal Error: Unhandled access violation writing 0x2FS0e798 exception at 77982FC6H.
I was wondering if there is or is a way for example to untick a setting so that I can turn off anti-aliasing for some shapes, and leave anti-aliasing on for other shapes?
View 5 Replies View RelatedA large part of my job is creating installation drawings for plants (equipment and catwalks). Usually what I like to provide the installers is a plan view showing the equipment / catwalks with the base pads of the supports visible as hidden lines. If I just turn on hidden lines in a view, then it is too crowded.
However, manually turning on hidden lines for hundreds of base pads (potentially) is a huge time-sink and usually involves going through the browser manually to find them all. What I would like to do is automate the procedure to some extent. Usually there is only 4 or 5 different parts in an assembly that I need to have hidden lines for.
Is there a way to create a vertex inbetween 2 vertex evenly? Just like the divide command in a spline?
View 2 Replies View RelatedI started with a plane and then was connecting vertices to expand the plane. All the new vertices show more than one normal comming off it. I have checked and their is only 1 vertex at each of the points that are sprouting like 3 normal lines per vertex now.Unify normals removed them but still wondering.
View 3 Replies View RelatedIs it possible to link locators to vertex on a spline to be able to control certain vertex points?
View 2 Replies View RelatedI have a vertex that is a connection point to several edges. Now, how do I split the vertex into several so every edge has one? Is there such a function? Or do I need to instert them manually?
View 1 Replies View RelatedI've got an animated model in 3Ds MAX which is done by applying Taper modifier. I'm trying to export this to FBX format including animation and then import it to another application called fragMOTION which only supports Skeleton animation and Vertex animation.
But the problem is fragMOTION does not show any animation frames while if I turn off the modifier and do a simple translation or rotation animation it is imported as it's supposed to be.
I also tried to Bake animation or Point Cache but no success. I can bake the animation into keyframes by using Cloth modifier so the result would be an animated Editable Mesh (keyframes) without any modifier in stack.
Should I take any additional step to convert the animation into Skeleton or Vertex animation?
Windows 7 Ultimate x64
3Ds Studio Max 2012 x64 - Student Version
3ds max 2012. I know most of the base of the software.But I never understood the technique of adding Polignim, vertexs and lines to the object to make it more realistic
Here I am trying to create a vertex: URL....
This is what happens after I create the vertex: URL....
The problem is that the vertex is not part of the line.You can see it because I moved the vetex. Some of the line was supposed to move with the vertex. This means that vetex is not part of anything. How to create vertex on the line.
problem I am encountering with adding vertices to the ends of polylines in AutoCAD LT 2012:
I typically use the drop down menu that shows up when hovering over the end (or mid) point of a polyline to choose "Add Vertex" to a polyline. If I do this to one end-grip of the polyline, it will add it onto the end of the polyline as an extension (desired and intended effect). If I do it to the other end-grip, it will add the vertex behind the end of the polyline as if I had used the mid-grip to do it (not the desired effect). If I wanted a vertex in the middle of two end points, I would do this procedure using the mid-grip, not the end-grip. One would think that by using an end-grip, it would come off the end, not go into the middle....one would think.
The Question: Is there a short key or quick command to use to guarantee the added vertex will extend from the end of the polyline rather than add one in the middle of the polyline, no matter which end I am trying to extend?
I have imported a dwg witch was created by Revit. The problem is that it creates polyline vertex for curves. But i want a arc, or at least not so many segments.
on the image; on the left is what i got, on the right is what i want.
Delete some vertex in this polyline.
hhh1.png
Example as: i have 3 vertex (0,1,2) and you can see vertex 1 stay between vertex 0 and 2. Now, i want to delete this vertex how can do that. Similarly, i want to delete some vertex 3,5,8.
I currently click on a shape to see the grips. Then I put the cursor on a grip and see a window open that gives me the options of Stretching a vertex, Adding a vertex, or Removing a vertex. Is there a way when adding a vertex that you can add Mulitple vertexs without having to click on add vertex every time.
View 3 Replies View RelatedI would like to move two different vertex, from different mesh, at the same place. I thought maybe I could put a guide or a landmark to the position I want the vertexes to be. I can't find anything about guides in 3ds max
View 2 Replies View RelatedI would like to know if it's possible to set a value to a multiple vertex selection.
Exemple : I have 15 vertex selected with different values on z axis.
I want to set all vertex to -100mm for exemple (in one action).
I am polymodeling and want to restrict a vertex to moving only along one of its corresponding edges. Seems like there was a drop down for this but I am totally missing it right now.
Max 2009 SP1 x64
i can´t let just one vertex, i must always let 3 vertex at last, otherwise it won´t delete, i have even problems when extruding, when I select 1 vertex, instead of extruding just 1, it will create 2 or 3 vertex, probably to make a face.
View 4 Replies View RelatedWith Nitrous enabled i am not able to both see the vertex color and the texture, applied to an object, at the same time.
It works as expected in the DirectX mode.
I am trying to weld two vertex's together but they just won't budge. Yes the vertex counter says "2 Vertices Selected" and yes i am presses the "Weld" button and yes i have tried to use "Target Weld" and that did not work ether. And the 2 Vertices belong to the same object so it is not possible to use the "Boolean" Feature of 3ds max because the objects would have to different to use the "Boolean" Feature but in my case they are within the same object. So what do i do now? I have exhausted all the ideas and thoughts that i could possibly try. The only thing that i can think of right now is that that 3ds max 7 won't weld because one of the Vertices belongs to a closed face. Or is there a script that overrides that feature?
View 3 Replies View RelatedI have a high res model and Im building a low res one on top of it. I'm trying to constrain the movement of a vertex of the low res model to the surface of the high res model. How can I do that in Max 2012?
View 3 Replies View RelatedI'm using 3ds max 2012. this problem appear when i send object from 3dsmax to mudbox.
View 2 Replies View Related ok so i have a face, that is looking eyes, left, and i need to make a morph for it with its eyes right, i cant just rotate the eyes becuase the geometry is all attached,...
in my thinking i came up with a solution that i swore would work, i just put a symmetry modifier on my mesh, and then detached the oppoite side, so that now i have two meshes.. one with eyes left, and the one derived from the symetry modifer eyes right,.. i collapsed them both so that they would be edit polies, and then applied eyes right as a morph target....
it does not work,... the symetrey modifire seems to reorder the vertex numbers or something like that.. becuase when i try to putt the morph to 100 the face implodes and reverses... so my question is.. is there a way to just make the mesh turn from eyes left to eyes right without having to use the symmetry modifier????
Why does ettin vertex coordinates of a vertex keep returnin 1450 even after I have rotated object.
clearListener()
ResetMaxFile #noPrompt
c = convertToPoly(cone name:"pol" pos:[0,0,0] radius1:456 height:1450 heightsegments:1)
rotate c (angleaxis 30 [1,0,0])
q = c.EditablePoly.GetVertex 25
---I was expecting y = -725.0
-- and z = 1255.7368164063 because that what is shows when I select it. This is what I want returned.
--seem like its only getting the vertex position locaally as oppossed to the world no matter how I rotated the cone.
I've got a problem with a vertex on my model. When I go into the skin modifier or edit poly, this one vertex doesn't seem to exist. It doesn't show up and I cannot move it, yet in the skin modifier it is being affected by something. How can I get this vertex to reappear without completely borking my model's skinning?
View 1 Replies View RelatedI feel like my mesh component mode editing speed went down to hill with Maya 2012. I cannot move an object with couple thousand verts in vertex editing mode. I have been using Maya since v3 or 4 and never had it this slow.
I have Nvidia gtx 465 and on win7 64.
I have a set of polylines that have easting, northing and height values. However, I want to display the co-ordinates of each vertex within the polyline.
When I scroll over the vertices of the polyline the values change (bottom left screen) I simply want them displayed as a text.
How to add a new control vertex of a spline and how to show the handle of the spline such as in Adobe Illustrator?
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