3ds Max :: Apply Symmetry Mode Only For Red Polygons In Model?
Mar 19, 2013i want to apply the symmetry mode only for the red polygons in my medel.
how can i do this?
i want to apply the symmetry mode only for the red polygons in my medel.
how can i do this?
im currently doing the tutorial about the viking helmet.Im in this section "Working in symmetry mode to add detail to the helmet".Im at the point 7 of "select the seam and rim faces to extrude".I have changed the value of the slide control to -25 but when i turn on the show end result to see the left face of the helmet,it doesnt display nothing...,i did something wrong or is this a bug?
View 6 Replies View RelatedHow do i add a symmetry to my box model in 3dsmax where when i move a vertex,edge,polygon etc on one side the same thing happens on the other side instantly. I've seen this done in zbrush and xsi wondering how i can do this on 3dsmax. I've used the symmetry modifier but the other side does not move when i edit the other.
View 3 Replies View RelatedI've been trying to use symmetry to simplify a finite element model. Why I see different stress results in these two instances.
Simulation 1: Rectangular Hollow Section, capped at both ends, subject to internal pressure
Simulation 2: Half model i.e. RHS split down the middle lengthwise, with a frictionless constraint applied to the split plane.
Actual problem I want to analyze is a bit more complicated and I was hoping to use symmetry to reduce the processing time?
“annotation scale” on the lay out mode,
I’m not sure about the current “annotation scale” in case of lay out mode.
Annotation scale option is displayed only in the model and viewport mode but not in the lay out mode (attached)!
Based on what annotative objects living on the lay out but neither in the model (or viewport) are re-sized? At this mode, there is no option to choose the annotation scale?
On other words, how to choose the annotation scale in the lay out mode?
I have a couple of students whose models are flashing polygons badly when I orbit the panel. It kind of looks like when you have two polygons residing on the same plane, but I checked and that is not the case. The flashing stops when I zoom in on the model. When selecting an object, it becomes transparent (when zoomed out a bit).
The students said this occurred after they brought their model into the student edition, which they have at home, and saved it.
I am at a loss, and visually it is really bad. The renders are fine. Some of their objects have some modeling issues, but the flashing occurs with all objects, even simple ones.
I have download building model in 3ds format, when i import the model into scene. the polygons of the model colliding each. what may be the problem. they have used very low mesh with lot of Boolean. how to recover this model or i have to create new? . i have attached the screen shot also.
View 3 Replies View RelatedWe have an animal character mesh for the body and head together, there's not a good place to separate the head for blendshapes without showing an obvious seam.
Is there a way to just copy over the polygons for only the head to model into blendshapes? I don't want the entire mesh to copy over for blendshapes - I'm concerned that making so many blendshapes from the entire mesh would take up a lot of memory and resources.
i want layer 1 to overlap layer 2 as if i had erased the white background on layer 1 but i want do it quickly eg by applying a layer style instead of using the magic eraser which can be unpredictable without using the lasso tool to restrict it.
what if the multiply blending mode was applied more intelligently: here's what i mean in pseudo ..IF at least one of the overlapping pixels in either layer is white..THEN apply multiply mode as normal ie multiply the pixel values and divide by 255.
IF neither of the pixels is white THEN only display the pixel in the uppermost layer (in this case layer 1).
i want to speed up the whole process by selecting multiple layers and applying a saved layer style or some other equally rapid method of making the white background transparent.I am not interested in solutions involving the magic eraser, layer masks or anything that can't be applied in one go . I have looked at the 'blend if' sliders in the layer style window but this needs per layer adjustment so is not a time saver and does not always give a smooth overlap anyway.
Is there a way to apply a stencil to an entire model at once? if you wanted a lizard to have scales all over, uniformally, and then mask them out where you wanted, is there a way to do that in one step as opposed to painting over the stencil, rotating the model, painting over the stencil, etc.. etc..?
View 2 Replies View RelatedI am unable to apply textures to the maodel I made in inventor.
I tried doing it from the iproperties as well as the top down option we have on the top. Its not working.
Where as, If someone else logs-in in my system, they are able to apply.
How do I turn off the apply to layout button in thi window
View 4 Replies View RelatedI changed the mode of a RGB image to HSB color model then copy and paste hue channel as a layer to the original RGB image ...After changing the blend mode of the hue layer to the hue blend mode..I can't see my original RGB image.
View 2 Replies View RelatedWhen I turn on shadow or realistic mode in 3ds max my model disappears, but it will show in wireframe. How can I fix this? to see it in realistic I have to render it and it comes out fine.
Using max 2013.
When Im in model mode mode I create txt to annotate my diamentions, when I sent up my page in paper mode and plot it to a pdf, all the text ive created in model mode appears on the pdf as outlined text ( hollow ).
View 1 Replies View RelatedWhat 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.
View 1 Replies View RelatedWhenever i try to create an object using symmetry, convert to nurbs, object doesn't behave like a symmetry but gives off very unexpected result, is there any setting that i have turned off which is causing it?
View 1 Replies View RelatedI'm trying to model a pillow and I want the top and bottom symmetrical with a round "tubing" around the edges. The problem is that it wont smooth using nurm smoothing across the seem, so i get a fissure where I wanted the tube.
View 2 Replies View RelatedI have recently starting skinning my human model and everything was fine until I found out that the chest bone I have on each side of the chest isn't being noticed by 3ds Max as being symmetrical with the other bone. This means I can't use mirror bones or mirror vertices to that part of the model. How to make two bones that aren't being recognized as symmetrical by 3ds Max symmetrical? When using the envelopes in the skin modifier, when I go to mirror the bones or vertices, the two bones are red instead of blue or green to show symmetry. The two bones are relatively in the same place on opposite sides of the model. They aren't the same size but close. Is there something I need to do to make them have symmetry or is there a way to make 3ds Max recognize that you have two bones that you want to be symmetrical?
View 4 Replies View RelatedI have a character that's textured, and I'd like to make adjustments to the mesh. I would like to select a Vertex on the right half of the mesh, and the Vertex on the left side would also get selected. So when I move it, the opposite moves in the "mirrored" direction.
In Softimage it's simple; I apply a Symmetry Map to the model, choose the Symmetry Mode, and it works. How do you set that up?
My current workflow is to Clone my object, mirror the polygons on the clone and delete the original half of the clone so I have two working halves. Turn symmetry on so the center points stay on the plane. Then I model - edit and extrude and so on, the original, the clone is updated. Well partially.
Here are the problems I am running into:
1) There seems to be no way to add a primitive into a polymesh. Been through the manual and I did not find a way to do this.
2) This leads to the next problem. There does not seem to be a way to properly merge or join objects into the poly mesh without creating a new mesh object. This in effect cuts the relationship to the clone. And anytime I want to add a primitive into the mesh as a starting point or target for creating new geometry, this means doing the clone, mirror, delete process all over. Not exactly efficient. As note here I am talking about connected parts not just putting parts in that could be separate. Such as contours on a car body that merge to a disc where the headlight would be. Just as an example. And I am polygon modeling here.
I am aware of lofting just so you know, but the above was just an example. I'd like to know specifically about working in symmetry.
Any tips on a better workflow to model - create/add new mesh components including primitives and edit them - in symmetry.
I tried to use symmetry tools in editable poly for creating mirrored morph targets and the tools seems to be broken in 2014.
View 1 Replies View RelatedI imported a piece of art into Illustrator and I want all parts of it to be equal and symmetrical. What would be the best way to start going about this?
View 5 Replies View RelatedI 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.
I have been modeling something with a symmetry modifier, and it has been working great. But, recently I feel like something has changed...
When I select, for example, a vert (or anything for that matter) and attempt to center my view and orbiting origin in the viewport -- max seems to think I am selected BOTH the vert I selected and the mirrored vert on the other side of the symmetry.
Has this simply always been the case? I feel like, in the past I was able to center in on a single vert in the past... but accedentally I think I toggled something where it is behaving like I am selected both sides, and centers BOTH selections in the view.
I have a hatch pattern in one of my objects. I want to apply exactly the same hatch pattern to other objects but I don't remember the settings for original hatch.
There is a command in ACAD to apply properties of one object to others (brush icon in toolbar). I tries to use this command but it seams that it doesn't work for hatch.
What is easiest way to apply a hatch pattern from an object to the other one?
How can i achieve symmetry on a spline by adjusting the handles of the vertices? The copy/paste tangent button is only useful for vertices with handles pointing in the same directions, how can i copy/paste tangent (same length) but pointing in the opposing directions, it would be like mirroring tangents?
View 3 Replies View RelatedDoes Mudbox 2011 have anything comparable to the radial symmetry function in ZBrush? Specifically, the ability to designate N number of points along a mirrored axis, not just mirroring a single stroke along one axis. I thought perhaps this was called something else in Mudbox and that was why I have not been able to find it.
View 1 Replies View RelatedWhy my result from stress analysis isn't symmetry?I am modeling a telescope support system. The result I got from the analysis always not symmetry, the difference is very small therefore I think the test setting shouldn't have any major problem.
The difference could be cause by the round off during the simulation, if I am right about it, is there anyway to improve the result?
How do I move symmetrical independent meshs around in space while maintaining symmetry?
View 2 Replies View Relatedhaving a problem mirroring weights: when i try to apply or create a symmetry map i get this error message:
' ERROR : Object doesn't support this property or method: 'in_obj.activeprimitive' -
' ERROR : -
CreateSymmetryMappingTemplate
I can work around this with ICE but this simple function should work no?