3ds Max :: Modeling Weapon - Rendering Window Won't Open
Apr 12, 2011i was modelling my weapon and my render window wont open i pressed F9 and F10 for setup it renders but the window did not open.
View 1 Repliesi was modelling my weapon and my render window wont open i pressed F9 and F10 for setup it renders but the window did not open.
View 1 RepliesI’m a 3DS Max transfer. In 3DS Max there is an option to open an image file for modeling reference in a separate window within Max which always stays on top. This is NOT an image plane to model off of but an IMAGE FILE, a picture i can get the details from that don’t show in a drawing or plane. Currently I open images or groups of images(NOT SEQUENCES) in the default OS file viewer program. This is fine with a dual monitor setup, where I throw the reference images to the other screen. But what about when I’m on my laptop on the go or have no other monitor? Currently I’d have to open the same program, have it underneath MAYA and flip back and forth, which is a very big hassle over time. I’d like to be able to open a small, resizable window WITHIN maya and view the image file(or files!) there so I can move it around my workspace and glance over to it in an instant.
I still want my four panels or all of my panel space to work with. With it being resizable i can even shrink it down to get the gist in the upper right corner where no icons are even zoom in on parts with such a small window.
how to texture and render like how they did in the movie: OnePiece 3D Mugiwara chase, here is the link: URL.... If you'll notice the textures aren't that detailed and the characters seem to have a black outline in most places, which changes as they pose differently, also the eyes aren't exactly a seperate 3d object which has been placed in the eye socket, the eyes are somehow just placed in their respective locations and animate as the characters look somewhere else.
View 1 Replies View RelatedI am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
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When I start rendering a composition, I usually just go to a spare monitor to browse the web and do additional work. However whenever I click onto my new monitor, AE stops rendering and gives me the 'finished sound'. Why doesn't it complete rendering? I have to leave my computer alone and keep a window selected in AE for it to complete.
View 1 Replies View RelatedI am having an issue with some product renderings I am doing. 3DS Max seems to be placing random (sometimes not random) white boxes in my renderings like missing info. I can reboot Max and they will shift the next time I render. The models are fairly simple polys with a PS Layered .
System: Windows 7 64, 12GB Ram, ATI Fire Pro v7800, Intel Xeon X5355 @ 2.66GHz
I'm trying to make lego arms currently. I'm using two capsules to make the arms. But you can obviously see two capsules were put together. Is there a way to mush the two objects together to make it look like one? I tried connect and Turbosmooth but it's still noticeable.
3DS Max 2012
Windows 7 - 64 bit
AMD Radeon HD 6570M
Intel Core i7-2630QM CPU 2.00GHz, 6Gb Ram
Coming to my specific issue as hinted in the title above:
*I have 3DS Max 2011.
*I am working on a soldier model. The soldier has a rifle as his weapon. The soldier + weapon model, after animation, will be exported to a game engine.
*Some of the animations that the game needs are:
-Reloading the rifle from a standing position.
-Shouldering the rifle and firing from a standing position.
-Fixing the bayonet and stabbing forward.
Etc etc.
*The game needs several different soldier models (each with its unique uniforms). But the weapon for all the soldier models is the same rifle.
*Thus, it would be advantageous if I animate the soldier and the rifle together but export the animations to the game engine separately (i.e., the soldier animation separate from the rifle animation.) This way I can connect different soldiers with the same rifle in the game.
* I am done with the low poly models for both the soldier and the rifle.
*I have rigged the soldier model and skinned it. The walk cycle looks decent. I am using CAT by the way.
*Now the question is, how to connect the rifle to the soldier model so that it will be easy for me when it comes to exporting the animations.
*After going through a lot of posts here and YouTube videos, my vaugue thoughts are along the following lines:
-Create two dummy helper objects and attach them to the soldier's hands.
-Attach the rifle to the dummy objects.
-Animate the soldier. The rifle,through the dummy object linkages, will follow suit.
1* Does the above plan seem workable?
2* When connecting a dummy object to the soldier do I use a "Link Constraint" or an "Attachment Constraint"?
3* When connecting the rifle to a dummy object do I use a "Link Constraint" or an "Attachment Constraint"?
4* Once I am done with an animation ( say reloading) how do I split the combined soldier + rifle animation into two to be saved as soldier animation and rifle animation separately?
Ps CS6 13.0.1
OS X 10.6.8
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3D rendering stops when mouse is clicked, regardless of which app has focus or in which app's window the mouse is clicked.
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how another app can have focus before the mouse is clicked, Cmd+Tab can be used to switch between apps.
there suppose to be a an options that should appear when i want to create something. For example: If i want to create a polygonal primitives cylinder, according to the tutorial an option window should appear where i can change the attributes, but it does not appear for me. I have to change the attributes from the channel box. I have already unchecked the Interactive Creation option as it says. I tried resetting MAYA, but no luck.
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My preferences are set to:
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• Enable Flick Panning (works fine)
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OS 10.5x
10GB ram
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I don't know if I inadvertently changed something to cause this.
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