3ds Max :: Linking On A Vertex Level?
Nov 28, 2011Is it possible to link locators to vertex on a spline to be able to control certain vertex points?
View 2 RepliesIs it possible to link locators to vertex on a spline to be able to control certain vertex points?
View 2 RepliesI am having a little trouble with some doors showing up on the level 1 door schedule that are actually on level 2. They are curtain wall doors.
View 6 Replies View RelatedI am trying to adjust the noise level with the level tool but its not working. I move the arrows every which way see that it changes. I get it to were i want it them press ok and it only changes a little bit.
It become what it was in the preview. The level tool works when I add it as a new adjustment layer but I don't want like that I want to be able to copy the new level of noise I just made and can't if I add new adjustment. what should I do to fix this? O and this is the trial version and It wasn't working earlier with lots of other tool but i uninstalled it and now they are working except the level tool how I want it to.
Is there a way to create a vertex inbetween 2 vertex evenly? Just like the divide command in a spline?
View 2 Replies View RelatedThe underlay does not show up for Level 1 when I am on Level 2, but it does show up for Level 2 when I am on Level 1. the underlay option is on for Level 1, so I'm not sure why it's not showing up. I am using Revit 2014.
View 1 Replies View RelatedSay I have an image where I'm attempting to extract a mask from and I've found that one of the channels will serve as a good starting point. Further suppose that I have found that I want to increase the luminance level of pixels in the range of 60 - 65 by 10 luminance levels each:
i.e. all pixels with luminance values of 60,61,62,63,64,65 would, after the operation have luminance values of 70,71,72,73,74,75. Is such a thing possible with Photoshop?
I 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 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 have a mesh and it has VertexPaint modifier. How I can set values on a per vertex basis?
View 1 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?
View 1 Replies View RelatedI know this is probably very simple and despite having been using CAD for 15 years I cant find the answer.
In every cad version Ive had, you can do the following:
-You draw a simple line, then you want the right vertex to move 500mm to the right, so you select the vertex, pull to the right with polar tracking, type 500, and job done. Same if say you wanted the same vertex to move up, down etc.
If i try this same thing with a line at an angle, it works as i would have thought, but if i do it with a horizontal line and want to move the vertex horizontally, it seems to act weird and draws the line 500 but from the left hand point.
How to move vertex of shapes, but i can't find back how. I'm trying to follow the solution / adobe info , but still can't select single or multiple vertex of a shape, its always everything selected. I'm actually using a shape that i had modified this way before already.
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