3ds Max :: How To Get Vertex Location After Object Rotated
Dec 19, 2013
Why does ettin vertex coordinates of a vertex keep returnin 1450 even after I have rotated object.
clearListener()
ResetMaxFile #noPrompt
c = convertToPoly(cone name:"pol" pos:[0,0,0] radius1:456 height:1450 heightsegments:1)
rotate c (angleaxis 30 [1,0,0])
q = c.EditablePoly.GetVertex 25
---I was expecting y = -725.0
-- and z = 1255.7368164063 because that what is shows when I select it. This is what I want returned.
--seem like its only getting the vertex position locaally as oppossed to the world no matter how I rotated the cone.
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...
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 have an arrow in my Dynamic Block which I can rotate to the north. But is there a commando that the arrow will rotate itself to the UCS? See drawing file.
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.
In Transform controls I have write exact distance X: 1240.00 pixels (1. Picture)When I click ok, the object remains in its previous location by the guide .1240 .50 pixels (2. Picture). URL....
I have a xref with sample locations that I am working with and importing into multiple different files. My problem: I will make changes in the xref and then go to the drawing where the xref is attached. After reloading the xref, i see that in model space the changes are fine. These changes are just moving the location of an object. But when I go to paper space, it still shows the object where it initially was before I ever made a change.
I have a character in Max. The eyes are separate geometry as usual. When I "Send to Mudbox" everything works out fine. No error messages. But the eyes are being placed by the knees and close together. Though I can move them into position, I'd like to know what's cause this problem? The character itself is fine.
The eyes ARE quads with correct Unwrapping. Again, no warning displaying.
When I want to move an object a certain distance from the original location, I go to long winded trouble of drawing a line and attaching it to say, for example, the centre of a circle. Then MOVE the circle, selecting the base line as the centre to the end of the LINE using OSNAP.
What governs the location/distance from the object of the "object move symbol" when an item is selected? See attached image. I have selected the blue view reference text but the four way arrow/move symbol is way below it. This isn't using the move command. The arrows can be hard to find in a crowded sheet if it's very far from the item selected.
For reference I have added an image showing the location of the object move symbol for a text item. It's in the upper left corner of the text outline.
I'm trying to snap one object to the other with vert snap.
It's trying to snap from the center of my object rather then the vert I am hovering over. In the Snap settings I have only "vertex" checked so it should snap to whatever vertex I hover over but no...This keeps up I'm going back to 2008 when all this worked fine.
I've been working on a drawing that requires me to take .dwg files of 3D equipment and place them into my one drawing for general arrangement purposes. I used it once before but now I'm having a slight issue when I use the flatshot command. I seem to remember Flatshot making my new 2d block at the same coordinates as the existing model and that it would be at zero in the Zed axis (x,y,0). My block now appears and various locations, even when i specify coordinates or basepoint it can be off by a good amount. Is there an option that I'm forgetting or something, so I dont have to manaully move my block back to the desired coordinates?
This isn't a major problem since I can manually match the block back up with the coordinates my model is at and then move it to x,y,0 but I feel like theres a way to ensure I dont have to worry about doing that at all.
I started with a plane and then was connecting vertices to expand the plane. All the new vertices show more than one normal comming off it. I have checked and their is only 1 vertex at each of the points that are sprouting like 3 normal lines per vertex now.Unify normals removed them but still wondering.
I just upgraded from PS 7 to CS2 and found something very strange. Normally I rotate my images in ACDC. When I brought up CS2 in a folder that had images correctly oriented, I found that the entire folder was landscape instead of portrait. They look fine in PS 7.
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've got an animated model in 3Ds MAX which is done by applying Taper modifier. I'm trying to export this to FBX format including animation and then import it to another application called fragMOTION which only supports Skeleton animation and Vertex animation.
But the problem is fragMOTION does not show any animation frames while if I turn off the modifier and do a simple translation or rotation animation it is imported as it's supposed to be.
I also tried to Bake animation or Point Cache but no success. I can bake the animation into keyframes by using Cloth modifier so the result would be an animated Editable Mesh (keyframes) without any modifier in stack.
Should I take any additional step to convert the animation into Skeleton or Vertex animation?
Windows 7 Ultimate x64 3Ds Studio Max 2012 x64 - Student Version
3ds max 2012. I know most of the base of the software.But I never understood the technique of adding Polignim, vertexs and lines to the object to make it more realistic
Here I am trying to create a vertex: URL....
This is what happens after I create the vertex: URL....
The problem is that the vertex is not part of the line.You can see it because I moved the vetex. Some of the line was supposed to move with the vertex. This means that vetex is not part of anything. How to create vertex on the line.
problem I am encountering with adding vertices to the ends of polylines in AutoCAD LT 2012:
I typically use the drop down menu that shows up when hovering over the end (or mid) point of a polyline to choose "Add Vertex" to a polyline. If I do this to one end-grip of the polyline, it will add it onto the end of the polyline as an extension (desired and intended effect). If I do it to the other end-grip, it will add the vertex behind the end of the polyline as if I had used the mid-grip to do it (not the desired effect). If I wanted a vertex in the middle of two end points, I would do this procedure using the mid-grip, not the end-grip. One would think that by using an end-grip, it would come off the end, not go into the middle....one would think.
The Question: Is there a short key or quick command to use to guarantee the added vertex will extend from the end of the polyline rather than add one in the middle of the polyline, no matter which end I am trying to extend?
I have an avatar which is positioned correctly in PS & in Preview. When I insert that in my Avatar on this forum, it is rotated 90 deg clockwise! ? When I rotate it in PS and load as an avatar, it appears the way it is rotated. ? Very perplexing.
I have imported a dwg witch was created by Revit. The problem is that it creates polyline vertex for curves. But i want a arc, or at least not so many segments.
on the image; on the left is what i got, on the right is what i want.
Example as: i have 3 vertex (0,1,2) and you can see vertex 1 stay between vertex 0 and 2. Now, i want to delete this vertex how can do that. Similarly, i want to delete some vertex 3,5,8.
I'm trying to create a white ring that will move on top of a grey ring (for a video). However, even though I used the fixed aspect ratio, & copied the grey ring to make the white ring, with both in the same position; whenever I rotate the top (white) ring, it doesn't line up with the grey ring underneath at certain points, it seems to be not a perfect circle. So when I add the two images into a video editor & rotate the white ring, it doesn't line up with the grey ring below.