3ds Max :: How To Save Modifier Status To Scene State
Sep 26, 2011Is possible to save a modifier status to a scene state?
For ex. turn slice modifier on/off automatically in different scene states.
Is possible to save a modifier status to a scene state?
For ex. turn slice modifier on/off automatically in different scene states.
So I figured out how state set works.
Is possible enable/disable a state set everytime I change a scene state?
I try to make railings for a scene using the modifier but there is something that does not seem to be correct. The path works fine but the railing does not seem to be straightened. No additional modifiers work above the path so I can not use the FFD or whatever.
View 2 Replies View RelatedIs there an issue with Scene States in Design 2011?When I set up my scene states it's like the program decides on its own when it wants to actually save the scene states correctly and then reload them.
The only thing I'm using the SS for is hiding/unhiding layers to batch render different options on projects. I hide/unhide layers as needed, save all the SS needed and then when I test them out using Restore Scene State the settings may or may not have taken effect.
Just now after repeatedly trying to save the SS that I needed I finally got it to save and restore...but I didn't do anything differently than I normally do.
The real kicker is when sometimes I create the SS, test them (and they work) and then run the Batch Render...but when I come in the next morning the SS never switched and the renders show exactly the same SS in each camera view.
Is it possible that there are issues within the scenes themselves? (I notice the same exact problems when using Design 2012 as well.)
I have never figured out a way to save my customized Modifier Sets. Whenever I have to reinstall Max or we get a new release I lose a lot of customization. I'd like to be able to save every singe interface tweak to make to carry forward to new releases.
3ds Max Design (3D Studio thru Max 2014), ASUS P9X79 Motherboard,
Intel i7-3960x, Hydro H80 CPU Chiller, 32GB DDR3 Ram,
Quadro 4000 Display Adapter
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.
View 8 Replies View RelatedI am looking for a way to save a viewport state so I can switch between views of different parts of my drawing easily. This includes layer state switching and camera position. I have looked around on Google but cant seem to find anything. I'm after something similar to the scenes feature in Sketchup.
View 9 Replies View RelatedIn the 2010 M/MapBrowser I could save all scene materials to a .mat library with two mouse clicks. I can't see how to do this in the new M/MapBrowser except dragging them one by one into the new mat tab.
View 3 Replies View RelatedI want to render a scene. In Render Setup/Render Output/Save Files, the Save File box is ghosted, so I can't save the files. What's causing this? I tried rebooting Max, but that didn't work either.
View 1 Replies View RelatedEverytime I try to run 3ds max design I get this error messenge
" An error has occurred and the application will now close. Do you want to attempt to save a copy of the current scene? "
It happens during the lunch screen after loading all the plugins. I searched a lot and tried everything, from updating the video drivers to changing the video card used, to changing the graphics sittings to reinstalling it, still nothing changed the messege shows and the app closes.
I want to save the configuration and state of the Track View in my workspace. So when I start up Max, the Track View opens up in the configuration I had when I last used Max, and/or in my saved workspace.
Even after I save my custom workspace, it doesn't save the track view. I have to manually open up the track view, dock it the way I want, and open up my custom layouts I had saved in the track view. This takes a lot of time.
I have a button with the following actions:
click:
sym.play(2000)
;mouseover:
var mySymbolObject = sym.getSymbol("Guns_Nav")
;sym.$("Guns_Nav").css({opacity:.3});
mouseout:var mySymbolObject = sym.getSymbol("Guns_Nav")
;sym.$("Guns_Nav").css({opacity:1});
I cant figure out how to add 3rd action on my button, to show an active state (basically freeze the buttonts opacity until the next button is clicked) while this portion of the stage is being visited.
I am not able to save the changes that I make to the starting position of my scenes thumbnails when I use a Thumbnail Menu to create my DVD. I am using Video Studio X4 with Service Packs 1 and 2 installed running on Windows XP Home, SP 2 with all updates installed and DirectX 9.0. The scene changes work fine when I Preview them but they are not saved when I close the Create Disk sub-menu. When I return to the “Menu and Preview” section of the Create Disk sub-menu, the Main Menu scene change is present as is the Chapter 1 scene change but the other chapter scene changes are gone. What can I do to correct this?
View 1 Replies View RelatedI'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.
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?
View 4 Replies View RelatedI 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.
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?
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.
View 1 Replies View RelatedI 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
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.
View 1 Replies View RelatedI 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
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?
View 2 Replies View RelatedI 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:
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i pushed tab, or F, or both, or neither. Either way, the status bar is no longer there.i do not see any Window->Status Bar option.Where is the option to toggle the status bar visibility.CS4
View 3 Replies View RelatedLast night while watching the progress of the status bar I glanced down and saw there is also one in Photoshop icon on the Dock. I had never noticed it before.
Nothing earth shattering here but it's funny how you can walk down your street for years and then one day notice something. And you scratch your head and say "Has this always been here?
i have looked everywhere for torublshooting for this. but they are all for 3d max 2009. I have the 2012 version and the render status bar is gone missing. I cannot find the INI file.
View 1 Replies View Relatedam 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
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.
I'm trying to make curtain using the cloth modifier. After setting up using groups, nodes then simulate to animation for the curtain to fold, I can successfully make the curtain but then the file gets corrupted where the undos stop and things start acting corky. I've tried merging objects into a fresh scene, made the curtain over again, and same problem.
View 1 Replies View RelatedI use rhino 3d for a lot of my modeling and just recently been exploring 3ds max 2011, and I really like the mirror command in rhino because I can just click and mirror my object across a grid line, however in 3ds max the modifier is much more difficult to use in my opinion. If their are any former rhino users in the Area. way of using the mirror modifier to simulate the Rhino mirror command or even suggest another modifier that would preform in a similar manner as in rhino.
View 1 Replies View RelatedIs it possible to move an object as a modifier allowing me to switch on or off?
View 2 Replies View Related