I'm having trouble modelling smoothed polygon objects in non-destructive ways, meaning editing the poly model often messes up the TurboSmooth applied to it. Example pic below.
Some tips or tricks to add details to objects in a better way? I know about adding details using separate floating objects, but it doesn't look very good close up.
I new to 3ds max and watched a bunch of tutorials, but I'm having trouble trying to do something simple like moving one box on top of another box.
For example, I created a table and now I want to create a lamp and put it on the table. Is there some way I can just move the lamp and have it snap to the surface of the table when it's near?
Is it possible to map a grid of objects, say several small spheres, over the surface of a larger sphere?
For example, the smaller spheres would simply be arranged in a square grid, say 6 x 6, or 36 total spheres. Then I want to take that square pattern of spheres and map it to the surface of a larger sphere.
• Intel i7-975 - 3.33 GHZ • 24 GB RAM • Samsung 256 GB - SSD • NVIDIA GTX 295 • 3ds Max 2013 • Windows 7 - 64 bit • SpaceMouse Pro
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM [URL]....
I am having some difficulty getting objects to exactly align to another. When I zoom in as much as I can I see that the two objects edges are not exactly aligned to each other on one axis despite having the same co-ordinate values. I am working in meters unit value. I have tried going to millimeter unit setup but I still have the object aligning issue using what seems to be the finest level of movement - 3 millimeters per movement action.
I can't rotate anything in 3ds Max anymore. The only way I've found is to go via the hierarchy pivot box (left hand menu), which isn't much of a workaround.
The rotate gizmo appears, the pie slice appears, angle numbers change when I drag but nothing moves. Is there a quick way of resetting 3ds to defaults? I presume I've switched something on or off that I shouldn't have!
I can rotate merged objects, just not native ones. I grouped a lorry with a box (I wanted to put a logo on the box for the side of the lorry) - when I rotated the lorry, the box stayed put!
Being a transplant from AutoCAD I am used to using ctrl+1 to change the properties of selected objects. How is this done in 3DS? I would like to change depth of the cylinders...
i'm trying to close a gap between 2 objects to prepair it for 3d printing (a halo ODST recon helmet for halloween). i had found a bunch of papercraft models but those won't print properly as they are on my replicator so i'm trying to make the pieces thicker so they have real substance. i've attached what i've got so far.
as you can see, there is a gap between the inside and outside of the object that needs to be closed.
i've tried "fill hole" but that fills the entire space which is unacceptable. bridging is no better.
i've never taken classes for maya and don't have much money for books. What is the procedure to properly close that gap,
1. In both AutoCAD and Sketchup you can rotate objects relative to the objects existing angle. In AutoCAD, for instance, you can start the Rotate command and select the object, enter the rotation base point, and then enter a reference point (such as the opposite end of the line). Sketchup's rotation command operates in much the same way.
2. Finally, is there a way to save a custom rotated view, so I can return to it on demand like the default views (top, left, right, back, bottom)? As you can probably guess I am working on building design that has some non-orthogonal lines and I am just looking for some workflow tips for modeling non-orthogonal components in 3ds Max.
Is there a way (script possibly) to break multiple splines to individual spline objects? More specifically i want to find a quick way, when i have many splines (attached together) to make each spline (spline element) a separate spline (such as selecting it and detaching it). Unfortunately the "explode" command breaks each segment and not spline to an individual object, while selecting and detaching each one is not an option since i have to deal with hundreds or thousands of splines (produces by hair & fur).
I'm trying to import a part from solidworks. I've tried opening the .SLDPRT file, converting to IGES (203 and 214), and STEP. All give the same result.
See below pictures - the Maya import has "dingleberries" where there should be a flat surface (i.e. some of the tubes extend when they shouldn't). I know imports are rarely perfect, and that's OK as long as I know how to clean things up. How can I trim off the extra surfaces that appeared after the import? I'd just use an extruded cut in SolidWorks, but I'm in a strange land with Maya.
My boss came to me with a max question and its been a while since ive used max. he has a single diagonal line on the face of every solid in his model. I tried every fix i know and nothing worked.
then we found a site and the fix worked after reboot, for all of 5 minutes and the it went back. He is using XP based pc with MAX7.
I have a problem with selecting multiple objects!!! Everywhere it says that you have to hold shift and select the objects you wish but when I do this it selects all the objects in between! How can I change this?
I'm working on a complex closed object shape originally made from a plane and want to do Boolean to it.
So when a plane get Boolean-ed with a sphere, it just turns to plane with a hole. Different when a standard box get Boolean-ed with a sphere, it turns into a box with a 1/2 sphere hole.
My question is, is it possible to turns a plane into solid 3D objects like box, sphere,etc..? So it's able to get Boolean-ed correctly?
I add a picture of simpler analogy p.s. the box and the box-ed plane is an editable poly
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
I have a Guitarfretboard that is build of 3 groups.(as in the pic)
What i want to do is create kind of a "stairway to heaven". So i would need to deform the whole group and make twirls and ups and downs, like a railcoaster.
The best way that i found to do that is to set a lattice on the group. But then when I deform the lattice points the single groups wont hold together anymore and start to seperate and mess up.
I'm having this issue where when I select an object in the outline and want to move it say, to another group or reorder the objects, it changes my mouse to circle with a line through it and won't me do anything.
I am modelling on an object which exists of a sphere with a lot of lightbulbs around it. I made asphere and 1 light surrounded by 6 lightbulbs. My intension is to make a perfect symmitrical sphere of lightbulbs.
I work with Autocad Mechanical 2012 (not for so long) and quit new into the world of CAD. I worked with the command array, and that worked fine, but I don't know how to repeat the cluster of 7 bulbs all over the sphere.
I have linked a DWG-file from Autocad in to 3ds max. I would like to use the substitute modifier so that objects ends up on the right spot even if changes are made in the DWG-file. The problem is that in Autocad there is one block for example for the trees in a pot, but in max there is one pot and one tree. I would like to keep it that way so I am able to change the parameters for my trees.
How can i use the substitute modifier and pick multiple objects? It is not possible with groups, it only uses the one object I pick, even if it is in a group.
So, to make things clearer, I want multiple max-objects linked to one autocad block via the substitute modifier!
I need merge many objects in one for export to fbx. If I delete any of polySurface objects, mesh lowpolyHouse crushes. If I stay it, than it all export to fbx file, problem is that I need mesh object only.
I am having both objects disappear after a Boolean Union (I am going to try creating just two random objects - a cube and a sphere - and seeing if the operation works with them).
One thing that I have thought is that the resolution of the mesh might be srewing up the operation (The sizes of the polygons in the two objects is pretty different).
So that might be a factor (when I am in Mudbox, I could try not subdividing the smaller objects as much as the larger one, so that the polygons are the same size).
I have some architectural scenes that i'm bringing into max from Softimage. I'm using FBX. When I export, the instances come across as dummy objects, so it appears that instances are not support with FBX.
When i'm in Max, is there any way for me to tell Max that these dummies should be instances of another object?
Work Computer - Max 2012, Core i7 3.6, 6GB RAM, ATI FireGL V7700 512MB, Windows 7 64bit Home Computer -BBC Electron with tape player and a copy of creepy cave
How I can check if an object is within a polygon face on the y axis?
On another note, would it be possible to get a world coordinates of the U or V vectors of a vertex? I had been trying to calculate it from two vertices that has around the same V values, but in some cases they don’t exist.
So, when in object mode, I can manually input numbers to translate, rotate, and scale an object - either in the channel box, or in the attribute editor.
But what about subobjects (components) like verts, faces, and edges?
Sure I can move em around with the manipulator, but where can I manually enter in precise numbers?
Is it possible to add a custom object such as soil reinforcement to C3D? I have a roadway grading plan with cut/fill slopes that will require geosynthetic reinforcement. Is it possible to add reinforcement to the drawing and have C3D calculate quantities?