3ds Max Modeling :: How To Set Vertex To A Specific Position In Space
Mar 20, 2011
In sub object mode, I have some vertex selected, I would like to set this vertex to a specific position in space.
For exemple, In the picture attached, I want that each 4 vertex set to 0 in x position in one command (I don't want set to 0 individually each vertex).
Is there any way to randomly animate vertex position?
I've tried using EditMesh-Transform Component so I get a random position but without a seed value to animate. Also I've tried using a noise texture with a displacement node but you jus can check results in render time.
I have a vertex that is a connection point to several edges. Now, how do I split the vertex into several so every edge has one? Is there such a function? Or do I need to instert them manually?
I would like to move two different vertex, from different mesh, at the same place. I thought maybe I could put a guide or a landmark to the position I want the vertexes to be. I can't find anything about guides in 3ds max
I am polymodeling and want to restrict a vertex to moving only along one of its corresponding edges. Seems like there was a drop down for this but I am totally missing it right now.
i can´t let just one vertex, i must always let 3 vertex at last, otherwise it won´t delete, i have even problems when extruding, when I select 1 vertex, instead of extruding just 1, it will create 2 or 3 vertex, probably to make a face.
I am trying to weld two vertex's together but they just won't budge. Yes the vertex counter says "2 Vertices Selected" and yes i am presses the "Weld" button and yes i have tried to use "Target Weld" and that did not work ether. And the 2 Vertices belong to the same object so it is not possible to use the "Boolean" Feature of 3ds max because the objects would have to different to use the "Boolean" Feature but in my case they are within the same object. So what do i do now? I have exhausted all the ideas and thoughts that i could possibly try. The only thing that i can think of right now is that that 3ds max 7 won't weld because one of the Vertices belongs to a closed face. Or is there a script that overrides that feature?
I have a high res model and Im building a low res one on top of it. I'm trying to constrain the movement of a vertex of the low res model to the surface of the high res model. How can I do that in Max 2012?
ok so i have a face, that is looking eyes, left, and i need to make a morph for it with its eyes right, i cant just rotate the eyes becuase the geometry is all attached,...
in my thinking i came up with a solution that i swore would work, i just put a symmetry modifier on my mesh, and then detached the oppoite side, so that now i have two meshes.. one with eyes left, and the one derived from the symetry modifer eyes right,.. i collapsed them both so that they would be edit polies, and then applied eyes right as a morph target....
it does not work,... the symetrey modifire seems to reorder the vertex numbers or something like that.. becuase when i try to putt the morph to 100 the face implodes and reverses... so my question is.. is there a way to just make the mesh turn from eyes left to eyes right without having to use the symmetry modifier????
I've got a problem with a vertex on my model. When I go into the skin modifier or edit poly, this one vertex doesn't seem to exist. It doesn't show up and I cannot move it, yet in the skin modifier it is being affected by something. How can I get this vertex to reappear without completely borking my model's skinning?
I'v created my shape, snapped the vertex but cannot combine them to other sides, so when i go to smooth the shape it shows the disconnected edges/vertex...I'v attached a screen shot to show you the edges i mean (circled).
I have read that this feature was removed(??) in 2011. How to do it in 2012?
Use Axis Constraints is ON in the Grid and Snap Settings but when i hoover over the vertex the snap goes away and a small circle shows up. When i click the vertex and drag it the axis constraints are turned off. I use the vertex snap all the time.
I would like to clone a cylinder along a Line, but not with a linear spacing between the cylinder, but center on the vertex of the line (see image).I have trying with the spacing tool, but I can't do that I want...
Just noticed this (first use of Max in a few days) so not sure what is going on, but any type of vertex (smooth, bezier, etc.) does nothing to change any vertex but they all remain corners. I get bezier handles and moving them apart moves the handles but does not change the shape of the lines going into the vertex.
I'm modelling a character and I created the neck and now I want to connect it to the head but the problem is, he only allows me to weld some vertex, it's like he doesn't want both elements to share a edge or face, only vertex!(and yes, I attached the two elements).
when I want to create a face with those vertex he says: "illegal face" or something.
I've been using Maya for a little while, and have often found manipulating vertices frustrating.
The problem is that - as far as I can tell - I need to select a vertex before manipulating it. This is annoying because I have to click a vertex and then click and drag it again to actually move it (not so easy on a tablet). Also, if I'm off by even a slight amount, I click the object instead and I pop out of vertex selection mode and back into object selection mode.
I could simply click once and drag to move vertices and if there was no vertex under my mouse when I clicked, I wouldn't accidentally select an entirely different object.
I have two line edges that cross but need a vertex at that point where they intersect. The lines are on different objects. How would I create one? I imagine this comes up quite a lot but it seems really difficult to do.
I used an example to represent a more complex animation that I am working on. Basically I have a block moving in vertex space because it is morphing.A proboolean cut has been applied to the block with a diamond shaped object, so that as the block morphs through space, it is being cut by the boolean operand (diamond shape object).
However, I want to achieve an outcome that when the object moves through the boolean cutting operand, whatever geometry that has been cut, stays cut and removed. So in a way, the boolean cut operand object acts as a "geometry eraser". Obvioulsy I would like to be able to control this behaviour too (soft selection, animating boolean cutting operand).
Is this achievable? Or do I have to look at another set of tools/modifiers?
I'm using Maya 2010. why this is happening, and how to fix it? I have a piece of polygonal geometry. I have confirmed all the culprit vertices are on the zero X axis.
But when I mirror it (-X), it collapses the 5 vertices at zero to a single vertex at the center, as shown in the "after" image:
I have problem when i duplicate polygon another side of model. The object is not smooth, it look like different model. I try to "combine" and "mesh" vertex from middle of object. but it still same. The polygon will smooth if i use "smooth tool". But i need low polygon for transfer map from high polygon to low polygon. but it not work, because low polygon look like different model.
I need smooth low polygon, but not to much smooth. I need only when i duplicate polygon, it not look like different model is okay.
I'm having a problem with Maya's vertex/point snapping function. This is a simple thing to do normally but in the 2014 student version (which is full functionality other than having a prompt saying it is a student version upon saving the file), it isn't working.
Basically the process is making a selection of vertices and with the transform tool active, MMB dragging the manipulator to snap the selection to a destination vertex. The pivot point/manipulator of the selection is moving and snapping to the destination vertex on it's own when I hold 'V' and MMB drag, rather than the whole selection moving with the transform manipulator and snapping to the destination vertex. This problem is also happening with the modelling toolkit which is really annoying. I have checked that i'm not in edit pivot mode etc.
The point snapping is working however for objects, but not in component mode as above.
Whenever I try to select a Curve to select 'Control Vertex' I get the options for the Camera instead, the only work around I have is to Hide the Camera which also switches off the image planes, then select the curve and select 'Control Vertex, and then re-enable the image planes.
I've got a series of meteorological satellite pictures (updated every 15 minutes), which indicate rainfall by means of a color code (blue means weak rain, red is heavy rain; the scale also includes green and yellow in-between). I wish to know the average daily rainfall on a specific spot in the map, which corresponds roughly to a single pixel in the picture, whose X,Y coordinates I've already determined.
Now, I could manually select this pixel in each of the pictures and see which color it was in that specific moment of the day; however, there are too many pictures (96 every day, to be precise), and I began wondering if there's any way to automate this process - that is, I would need Photoshop to select this specific pixel in each image, and determine which color it is.
I'm batching my signature onto a bunch of photos at the bottom righthand corner. I put my preferences to percentage rather than pixels so I could try things for most sized-photos. My dilemma now goes like this:
I record, open my signature, copy & paste to the other image (works fine). The signature shows up in the middle of the other image and rather than moving it manually where it'll be different for vertical and horizontal photos, is it possible to align right and bottom or get specific with entering numbers such as 90% horizontal and 90% vertical placement?
Basically, when you copy & paste to a different open file, is there a way to specify exactly where it should go when you paste it, or do you have to manually move it?
I'm creating a sprite sheet and I need to move my sprites to a specific location.
For example my sprite is 120x120, so I need to place the 5th animated frame at EXACTLY 120x5=600 pixels from zero or at 600, 0. I can't seem to find a way of doing this in GIMP, it shows me a mouse delta position from where I first clicked?
I have a question with batch crop. I have about 300 images of same dimension and would like crop to specific position in all of them. In photoshop, I would import all the images as a layer and crop a layer, then export the layer as an individual file.