3ds Max :: Make Railings For A Scene Using The Modifier
Dec 16, 2011
I try to make railings for a scene using the modifier but there is something that does not seem to be correct. The path works fine but the railing does not seem to be straightened. No additional modifiers work above the path so I can not use the FFD or whatever.
I'm trying to make curtain using the cloth modifier. After setting up using groups, nodes then simulate to animation for the curtain to fold, I can successfully make the curtain but then the file gets corrupted where the undos stop and things start acting corky. I've tried merging objects into a fresh scene, made the curtain over again, and same problem.
How can I make Displace modifier to use objects existing mapping? Because when I apply a new Displace, the modifier makes a new mapping, even if i check "Use Existing Mapping".
See what i mean? I want those "cracks" to follow uv not a displace mapping
I just sat down to use 3Ds Max '12 for the first time today after upgrading from 2010. This will probably be a simple fix, but I can't get any text to cap with the extrude modifier or bevel modifier. It happens with every typeface I've tried. I even tried using the cap holes modifier. Never had this problem with previous version of 3Ds.
when I am in Nitrous display mode the Xref scene functionality is broken. I can load an xref scene but can't make it display as box. If I check the "Box" field nothing happens. Everything works ok though when in Direct3D or OpenGL display mode.
How to make a synchronization between the scene in After Effects and PSD file?
Such a problem - was created composition from PSD, I made animations in AE, and then in the PSD appeared new layers that are not picked up automatically like old layers.
I am using AutoCAD 2008... just 2-D design, nothing fancy.
When I draw porches with railings, I often spend many minutes trimming out the objects behind the railing. So if my metal top rail is 1" thick (running horiz) and my vertical rails are 1" wide, 5" on center, I have to trim out all the lines inside those 1" rails.
I received an Autocad file from another designer not too long ago that had some sort of clear fill inside his rails, so the rails hid what was behind it (but it was not colored fill, black or white, or whatever... it matched the background color). If I erased the rail, the window behind it was there in it's entirety.
I tried to 'erase' the fill, but it does not seem to be there. I am so tired of spending 20-30 minutes per house just trimming out the doors and windows behind.
I have a stair that along one side of the sloping part is a window. I have 2 railings along this stair, 1 is a chair rail, the other is a wainscot panel. Obviously the chair rail and wainscot cannot be built to cover the window.
How can the railings be "cut" around the window?
I know how to start/stop the chair rail, but the wainscot needs to continue under the window (keeping in mind that the window is horizontal and the wainscot is sloping with the stair.)
I have a staircase from the first floor to second floor with a total of 3 landings.. I need to fix the railing at the bottom to go down to 3'0, right now its sitting at 3' - 6"... AT 3'0" it needs to connect to the handrail that wraps around (the red)...normally I can just edit the railing by pulling it longer but since it was a place on host railing.. it looks like it loops around and when I tried playing around with that to extend the bottom rail.. it gave me an error..
To modify the sketch line of the railing, click Modify | Railings tabMode panel Edit Path.
However, everything after"click Modify | Railings tab" does not appear anywhere on my screen. The only active editing tools are 'Pick a New Host' & 'Reset Rail'. Is there a special Revit handshake of dance that I need to know?
I am trying to build a spiral staircase and need to use spline to build the railings. Every time I try to end the spline by hitting enter the spline disappears. I am using 2014, and I have never had this problem before with previous versions.
I'm using the UVW unwrap on a plane I am currently working on. The bitmap is the exact same size as the print screen of the flattened map but when I bring in the bitmap to match up with the unwrapped modifier the bitmap is completely skewed to shit.
So I uncheck Use Custom Bitmap Size and then it does this. It makes my object much wider than it actually is and there is no way to adjust it because the scale tool only works on the whole object at the same time and not just one axis.
When the modifier panel is active, all of my hotkeys are different. i.e, "q" which normally activates the select tool, switches toggles quickcut instead. How I can turn this off?
I have an object that moves right-to-left on the X axis. I've applied a flex modifier to the object and disabled "Use Weights". So now I have an object that moves with a slight sway/spring behavior.
But what if I want another object to be linked to this object and thus inherit it's flex behavior?
It seems that the flex modifier doesn't affect the object's Gizmo at all, even though it moves the object from it's original position.
What is the proper way to apply the symmetry modifier to a sphere ? I created this custom android bot. After I create a sphere with hemisphere I create the eye and split the sphere in two then zero it out on the grid. Then I apply the modifier. When I do that it does not project the other half of the sphere even when it's on flip and x axis. The mirror part is kind of on the back side of the sphere. What happens is I have to rotate the mirror part to line it up and up the thresh hold a lot to get the back side to connect.
I have found that MultiRes often crashes Max when you press the generate button.
Attached is an example scene with a simple mesh. If you apply a MultiRes modifier to it, press Generate, then press Generate again, it crashes Max.
It has happened in the past too with other meshes. What it is about some kinds of meshes that crash the MultiRes Generate function.
Common steps that have not solved any problems:
# Reset XForm # Convert To Mesh then Convert to Editable Poly
You may ask why not simply refrain from clicking generate twice. The reason is that I discovered this while troubleshooting game export tools where the MultiRes modifier is programatically told to Generate at different points for various reasons. The automated functions do not know if it was ever already generated.
Some suggest using ProOptimizer (which I often do) but the functions I'm working with are being used by people who don't always have access to ProOptimizer... and there are times where MultiRes actually makes better results.
what things cause MultiRes to crash?multires_mesh_crash.zip
3ds Max 4/Gmax - 3ds Max 2014 Mudbox 2009-2011 WIndows 7 x64 i7 930 12GB RAM Geforce 480x2
i made a clothes hanger, and grouped / assembled the components as one object, in the cloth modifier add object menu, i can't find the hanger, but if i dissembled / ungrouped them to separated parts, it can appear back in the add object.
Is there any way to do the modifier parameter settings to default for future reuse. For eg. I am trying to use UVW Map modifier and I want to make the real-world map size box uncheck for further uses of this modifier, So is there any way to do this?
I have been trying to understand why does TurboSmooth or MeshSmooth modifier tend to stretch the UVs of the low poly unwrapped object. For example I have a simple box which I unwrap and smooth out with TS modifier after applying the map it stretches because the UVs get distorted by the TS modifier. check the image to get a visual idea of what I am talking about:
I'd like to use the bend modifier to transform a square plane into a sphere with a diameter equal to the side length of the original plane (to reproduce the approach for UV mapping a sphere described here).
I've been able to bend a vertical, square plane into something very close to a sphere using two bend modifiers (the first bending the x axis by 180 degrees with a direction of 0 degrees and the second bending the y axis by 360 degrees with a direction of 90 degrees). It's necessary to move the center of the second bend modifier to obtain a sphere.
However, there are two problems with the result: the diameter of the sphere is not equal to the side length of the initial plane and it's difficult to position the center of the second bend modifier such that the sphere doesn't have holes at its poles.
The first problem occurs because (as far as I can tell) the bend modifier assigns its gizmo an initial scaling such that the object to which the bend modifier is being applyed is bent but not stretched. This is reasonable default behaviour and applying an FFD 2x2x2 modifier after the first bend modifier allows the (now bent) plane to be scaled such that the height of the sphere that ultimately results equals the side length of the initial plane. However, when the second bend modifier is applied, there doesn't seem to be an easy way to precisely position its center such that the sphere's width equals its height (the next step would be to weld the vertices at the two poles). This is also the cause of the second problem since positioning the bend modifier's center correctly would also remove the holes at the poles.I've attached a max file (in a zip file) for reference (also see the left-to-right sequence in the image below):
- Plane001 is the initial square plane - Plane002 is after the first bend modifier has been applied - Plane003 is after adjustments have been made with the FFD modifier - Plane004 is after the second bend modifier has been applied - Plane005 is after the center of the second bend modifier has been adjusted.
I use rhino 3d for a lot of my modeling and just recently been exploring 3ds max 2011, and I really like the mirror command in rhino because I can just click and mirror my object across a grid line, however in 3ds max the modifier is much more difficult to use in my opinion. If their are any former rhino users in the Area. way of using the mirror modifier to simulate the Rhino mirror command or even suggest another modifier that would preform in a similar manner as in rhino.
I have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?