How i can select multiple edges and perform some modifications on them like moving one endpoint of them and the multiple edges react like i would do this with one single edge.
I know about F3 and F4, but usually when i used maya and 3ds max 2014, i could see edges when i select an object....now i cant. When i go into edge mode, i cant even see edges at all unless i blindly select them. This image i show has a box of 2 segments and i selected the middle edges....can only see what i selected in red.
i am modeling a cello.... the forward edge of the body frame is a single face. in order to bevel it, i have to select all the edges... there are lots. for reasons that surpass understanding, MAYA does not recognize the edges of a 'corner' to be an edge loop. nor will it retain the selection with a selection mode change as some apps will (ie: select face, change to 'edge select' and have all the edges selected).
is there some simple way to select ALL the edges of a face?
I'm trying to snap a head with it's neck with the merge edge tool, but somewhere along the way, the edges lost there border edge characteristics and now I can't merge the edges. Is there a way to make the edges back to the way they were?
I know this discussion title is a bit murky, but the problem is a bit odd. I have Photoshop CS6 v13.1.2. In this version, I will activate the Select Tool, check Auto-Select: Layer, check Show Transform Controls, and then while using the Select Tool I will drag to create a rectangle to select multiple layers with content within the specified area.
Unfortunately, this action only works when I begin the selection from outside of the canvas area. If started from within the canvas area, no rectangle will appear, it will show me a measurement of my selection size, and then no layers will be selected upon release.
This cannot be working as intended right? I mean multi-select dragging cannot be intended to only work when started outside of the canvas right? Is there some way to fix this issue? Is this a bug? See the images below for more information on this issue.
Right now, when i click one object and then another, the first object becomes deselected. Holding shift is the only way for me to select multiple lines right now (other than dragging of course) but that's not what I'm used to and it annoys me a lot. At first everything is fine but then after a while it does this without me changing any options at all.
Is there a way to have multiple vertices selected at multiple positions (heights) in the z axis and enter a value of 0 and have all of them jump to 0 in the z axis? Seems like a no brainer to me, but can find a way to do it.
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
As I import an OBJ into max (using 2012, but it was the same for previous versions too) I edit the objects and as I delete some edges to refine it, it looks as if I break the object/polygon flow. Black smears appear near edges, none of the polys are black so I don't think it's a normals problem.
I'm creating a face, but what I want is to have whatever happens on the right to happen on the left, instead of clicking each point to move the edges. I tried just cutting the face in half and duplicating, but I don't know how to flip second copy.
lowpoly but their edges are not showing. The edges that im talking about is the one that makes the model blocky, or look really low poly. what technique shall i use ?
I have several edges that will not delete. There are no faces connected, so the edges are suspended in space. I can select any number of edges but when I press delete they just deselect. I don't have more then one line occupying the space, nothing is hidden, and restarting maya hasn't worked.
Is there some way to make the Scale Tool stop when multiple selected verts or edges are aligned, like in Max? I've noticed that you can overshoot when trying to align this way. I suppose there is always snapping to grid..
I am trying to model an object with planes using edge extrusions with shift drag. The issue I am having when using this method is getting lots of unplanar surfaces (even after using the make planar button). This is because max will not let me shift drag an edge straight back on its local axis to keep it perfectly planar. See image below.
I am wanting to extrude out this edge straight back on its local axis. But the result just makes it go straight up.
I know where the customize colors options is... but trying to guess at the meanings of the names is a very tedious process in max
So, I found the color for edges when working with geometry... but when I model something with a symmetry modifier applied, then the edge color defaults to the bright ORANGE color. What this color would be called?
And for that matter, any data base, online file, where these color terms are defined more clearly. It's sometimes very tedious to trial and error these things, especially if you have to restart max every time you take a guess.
Is there a way to do this? After perusing some threads on creating edges from vertices, the "Create" tool under "Edit Geometry" doesn't seem to solve my issue. In Blender, you can create a face by selecting at least three vertices and pressing "F". Is there anything similar to that feature in 3DS Max?
When I use the TurboSmooth modifier I get artifacts that you can see in the upper red rectangle of the second picture. Is this due to the former welding process that I used or is it just a geometry issue?
Furthermore I get a shape that`s supposed to be a nice 'round' surface. Probably it's just putting in some more vertecies? (second picture, lower rectangle)
For better understanding I attached the before and after pics with mesh turned on.
when I select an edge for example the edges close to it are selected as well and turn yellow and the farther ones turn red and move when I move the edge I selected. I'm pretty sure this a simple problem, like a button I need to toggle, but I seriously can't find it. How do I select individual edges?
EDIT
I found out that this was cancelled by just pressing B.
After closing a polygon hole using bridge tool, I always get disconnected edges so my question is how to do a proper bridge operation that won't end up with open edges?
Say I have an editable patch cube. Is there a way to accurately Fillet the edges of the cube while it's a patch?
I need to use patch modeling so I can convert to nurbs for IGES export. I really don't want to convert to an editable poly at any point in the process because it adds so many extra patches when I convert it back.
The image shows what my problem is. I can't select faces unless I go inside the object, but the normals point outwards, and I have double edges and verts that merge won't fix. URL...
I sometimes press random buttons on my keyboard accidentally, so i think this might be a cause of that. I cannot individually select polies or edges (verts work fine) clicking on them does nothing and the only way to select them is box selection.
How to select exactly on the edges of the canvas ?
Lets say I create layer 1 , 640 x 480 and fill with white . Now I create a new layer, layer two, and I only want to select the whole top section (ie right from top, so the selection will be 640 wide, and lets say 50 down ? Just not sure how I can select right on the edges (i.e. on the edges of the canvas).
It seems the bridge tool does not merge edges as one would expect it to. I realize that the workaround is to follow the bridge operation with a merging of the edges on either side of the bridge. Shouldn't such a common operation be done correctly?
I'm brand new to Maya just started last night. I'm trying to join two edges of two seperate polygons to achieve one nice smooth edge. I select the merge edge tool and select one edge - its all good - then I try to click another and nothing happens; and ofcourse when I hit enter it says select more than one edge .