3ds Max :: Use Shortcut Key While Have Edit Poly Modifier
Apr 5, 2013
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???
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May 20, 2012
When using the Edit Poly modifier with Vertex selection enabled, the blue dots will frequently do any of the following:
- Only appear for half of the model
- Randomly appear or disappear
- Take the shape and colour of gizmos and tools.
These issues only seem to occur when Edged Faces is enabled. This makes modelling (and rigging) extremely difficult for me and is proving to be a constant frustration. Here are the steps I have taken to try and fix this:
- Rolled back graphics drivers.
- Updated graphics drivers.
- Switched to OpenGL mode.
- Switched to DirectX 10 mode.
- Pressed the "Delete Isolated Verticies" button.
- Disabled DirectX mesh caching (not sure of the exact name for this)
- Uninstalled 3ds Max 2011 and re-installed.
- Uninstalled every Autodesk product and cleared the registry as instructed by this page: URL...
- Re-installed 3ds Max 2011.
- Installed 3ds Max 2012.
- Installed all 3ds Max service packs.
All programs and games run perfectly on my system, including Maya. The problem lies solely with 3ds Max.
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Jul 1, 2012
Is there any shortcut to switch the modifier's list one to another.
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Apr 2, 2012
I was trying to play around with the software to get to know it, and... well, I think I made something weird in it. Everything was flowing nicely when I was following the tutorial about Editing Objects: I created a box, I selected that edit poly option from the modify tab and I could edit vertices totally nicely.
But then, I really don't know what happened, but, I don't know exactly when, I suddenly could not move the vertices AT ALL. They are pretty visible, but when I select them, they turn red and the axis are not editable! I'm so confused! I can edit the axis very normally if I'm using an option like Select and Move but... With the edit poly thing I just cannot! I tried everything I thought of: Made a new box, restarted the program, restarted the PC! But NOTHING worked.
EDIT: It took me almost an hour to figure out I wasn’t selecting the Select and Move tool!
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Nov 16, 2011
I created a rig in MAX 32bit but recently loaded 64 bit MAX but now when I choose the skin modifier/edit envelopes, I cannot choose bones to edit. The interface just flashes and I am not able to select verts on the mesh. I had originally used the weight tool to change the weights of each vert on the mesh, now it doesn't work at all.
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Jun 27, 2011
Imagine that you have couple of spheres in your scene and you want to manually rearrange them. You click on one and immediately drag your mouse to move it, and it works just fine and fast while they are sphere primitives. But, if you convert them to edit poly things get messed up, now if you click and start to drag you need to wait for about a second for the thing to start moving. And it's the bloody edit poly's fault. It's command panel UI is just drawing too slow. Why is this? Is this something that just is in max now? Because the same thing annoyed me in 2011 and now in 2012. Or is it me who is doing something wrong? Also interesting is that this problem completely disappears when I add some modifier with a "small ui", like PUSH, to all of the objects. Everything is back to fast and snappy again.
This slowness also happens when I want to switch sub-object levels, it redraws every time, and it redraws slowly.
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Mar 17, 2013
I have another newbie question. How to select visible polygons only in the Edit Poly modifier? Now I can only select through the object. I can't find an option to turn it off.
3ds Max Design 2013 Student Version PU6
iMac 27" Quad-Core i5 2.8 GHz
6 GB RAM
ATI Radeon HD 5750 1 GB
VMWare Fusion 5 / Windows 7
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Jul 1, 2011
Fired up 2012 and I find the new modeling dialog boxes quite annoying. For example, within Edit Poly, the chamfer, extrude, etc. Is there any way to switch back to the old, standard windows style dialogs?
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Jul 17, 2011
I made a staircase rail made out of splines etc...
Converted the object to edit poly and duplicated + attached all the piece.
So I have this one object that is really long and this is the rail of the whole staircase.
Now I created a spline and once I select the object and add a Path Deform, the object isn't rotating correctly along the spline. At the beginning of the spline its @ 90 degrees and further down it starts to spin.
How do I make it so it's always 90 degrees to the ground?
Pic included
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Sep 3, 2013
In mesh edit mode, when you assign a material to the selection, it works as expected, it assigns the material only to what is selected, for example, a face.
In poly edit mode, it works differently, if you try the same approach it assigns the material to the entire object and you have to deal with multi-materials and material IDs to achieve that, what is very boring and totally unintuitive imho.
Is there an option to make the poly editing mode work like the mesh editing mode, or at least another way to achieve the same result in a intuitive or at least 'visual' fashion?
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Dec 19, 2013
Whenever I try to collapse a group of edges in Edit Poly mode there is always 1 edge that is left intact therefore creating undesired results. This doesn't happen in Edit Mesh mode, and also behaves accordingly in previous versions of Max.
Currently using Autodesk® 3ds Max® 2014 Version 16.0 commercial
Mesh mode example:
Specs:
Autodesk® 3ds Max® 2014 16.0 SP3 commercial
Windows 8.1 x64
Nitrous (Direct 3D 11.0 Feature Level 11 - NVIDIA GeForce GTX 780)
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Oct 6, 2011
I have simple meshes with vertex paint, color and alpha.The problem is when I collapse the modificators and get simple edit poly and then select some faces or whole mesh (select element) then settings from 'polygon: vertex colors' overwrite my painting! is in English language word 'color'? Dictionary from firefox say 'no' but in 3ds max there is 'color' slot.
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Dec 14, 2011
I don't know what is going on but it is getting on my nerves. I created an OBJ file for my Glock model that I'm working on and re-imported it into 3ds Max to remove any five sided polygons. 3ds Max fixes them automatically this way. This fixed model won't export as an editable mesh, it gets stuck on "preparing polymesh for poly export" and I have to ctrl/alt/del to shut the program down. After some research, a few boards say to change the mesh to a poly. Tried that and I have random black polygons appear and I don't know what to do to fix it. I've attached both the file and an image to this post. The glock on the left is my original model and the one on the right is the OBJ I imported to have four sided polys throughout.
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Nov 8, 2011
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.
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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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Feb 10, 2009
Using Photoshop 8.0 (CS2?)
I am using the text tool to place some text onto an image.
To commit the change, I need to click on the Commit Current Edit button.
Is there a keyboard shortcut for this?
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Mar 11, 2011
How do you change/edit command shortcut keys? For example, I would like to change the keyboard shortcut key for the command COPY to "C" instead of "CO" and CIRCLE to "CR" instead of "C" because I use the COPY command much more than CIRCLE and I'd like to maximize my drafting efficiency. In older versions of AutoCAD, you could open the acad pgp file and edit the info using "wordpad"; however, I have not been able to find that same file for this 2011 version.
My system is:
Gateway AMD Phenom II X4 820 quad-core processor 3 GHz
Windows 7 Professional 64-bit os
ATI Radeon HD 4250 graphics
640 GB hard drive
6 GB DDR3 memory
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Jan 26, 2012
Is there a way to add a keyboard shortcut or marking menu shortcut for visibility? It would be really convenient to be able to shift-click several objects and toggle the visibility of them. I have a mouse with numerous buttons that are mapped to commonly used IV features, but I cannot find a way to map a visibility toggle.
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Sep 3, 2013
I am trying to access the edit original (edit with) option to edit a photo that has not been edited yet. I right click and go through the edit menu and does not appear or is not available? Would I have to reopen it manual in photoshop or is there a way around this to access that setting? it sometimes does not appear on my already edited photos.
I would prefer not to open each photo again, as some files i do not have and were imported into the document with another computer.
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Apr 18, 2011
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.
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Sep 29, 2012
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?
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Feb 3, 2012
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.
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Nov 20, 2011
Is there a way to mask a modifier with a gradient/falloff map, bitmap or vertex paint map?
For example, i want to mask with a gradient falloff the Houdini Ocean Toolkit modifier, to affect only a portion of an object...
How can i do that?
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Dec 22, 2012
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.
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Sep 5, 2012
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
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Dec 10, 2011
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.
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Sep 19, 2011
I have never used the HSDS modifier. Am I missing something?
3D Studio DOS to 3ds Max 2010
Windows XP 64
NVidia Quadro FX 3700
Dual Quad Xeon, 6Gb Ram
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Oct 20, 2012
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?
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Apr 22, 2011
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:
Uploaded with ImageShack.us
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May 3, 2012
am going to be doing some separate patches for a model and was wondering how to show more tiles in the UVUnwrap modifier if possible?
PLAY
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Aug 8, 2013
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.
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