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.
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'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.
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 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 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?
I have a problem when im modeling on 3ds max 2011.
For example, i go to "create" then "geometry" and then "box". While Im creating the box, i can change views with de P key (perspective), T key (top view) etc... or maximize my viewport o miniminze it (alt+W)... but if a apply an "Edit poly" modifier to the box, i cant use any of the shortcut key , because they have other effects...
Is there a way to use the shortcut key while i have "edit poly" modifier???
I don't know how or when this happened, but i lost almost all my default Modifier Sets.Reverting/Resetting the whole GUI didnd't work at all.How can i get them back, without reinstalling Max?
How can 2 sub-objects (modifier gizmos in this case) be aligned to each other?
Eg:
There are 2 similar objects, with a bend modifier applied. They have different orientations, but the 2 bend gizmos should be in the same orientation. (a stack of a few papers with slightly different orientations, curled from the corner)
I know there are at least 2 options, both are not very practical.
- Play with a compass helper instead of directly adjusting the first gizmo, and align all gizmos with the compass. This is a problem if you already have the first gizmo adjusted. It's also not practical to keep the compass and the gizmos in synch. And would make fine adjustments hard, as you wouldn't see the result live.
- Calculate the parent object's orientation and the gizmo orientation to find the gizmo's orientation to the world, then calculate the target gizmo's orientation. Or make a script.
I am using Autodesk 3ds Max 2012 x64. When applying the Hair and Fur WSM to any object, it comes up with the message "Error Creating File." This seems to be the only modifier with this problem.
After clicking ok on the message, it creates random fur which look like eyebrows. The only resolution I could find after looking online was to run the program as admin, but came up with the same results. I have also tried deleting the 3dsmax.ini file.
I am doing a lot of Hair and Fur modifiers on several objects. The problem i'm running into is that the actual modifier does not copy and paste nicely. I have tried "regrow hair" and several other buttons and functions but it seems to freak out at being copied over to a new mesh.
I need most if not all of this hair to have very similar or same properties and it can be a lot to go through all the colors, maps, and frizz/kink type parameters.
How can I copy and paste the modifier, or copy and paste the information? Or what work-arounds are good?
Now I want to reset all the faces in the Unwrap modifier. This is hard to explain. I want every face to match the texture, so the UV coordinate of all the vertices should be (0,0), (0,1), (1,1) and (1,0).
I am trying to use the Boolean modifier more than one time on a box and it doesn't seem to work. I pick the Operand B to subtract on the second object I want to Boolean out, it disappears, but there is no hole there.
I am working on OS 10.8.3. Just installed Adobe Illustrator (CS4), and the modifier keys (shift, space bar, etc.) won't work at all. I have even uninstalled Illustrator and re-installed. I have tried the following:
• Uninstalling & Reinstalling Firefox • Deleting preference files • Rebooting • Creating a test user (keys still didn't work) • Cutting out processes in the activity monitor • Cutting out keyboard shortcuts in system preferences
I am working on a new computer, so have no non-default programs installed except for firefox.
I started to edit a picture with the brush. I refined the selection of my area. More I refined, more Lightroom was slow. I have only this brush modifier on this picture. I created dynamic snapshot & 1:1 snapshot during the import of this picture. My RAW is located on a network NAS et my catalog is on my SSD.
My PC config : SSD, Intel i7 Quad core, 8Gb RAM, Nvidia GTX 560 Ti.
My config is good for me to edit only one picture.