I'm using 3D Max Design. I am unable to move an object on the Z axis of the gizmo. When I attempt to do so, a yellow line follows the path of my drag. I can move an object up and down only if I drag by all 3 axis.
Is there a way to restrict tool movement along a single (horizontal or vertical) axis? I'm not talking about moving objects - as I checked and there's a thread for that - but moving those little squares in the corners of a transform tool selection.Example: I want to change the perspective of a picture. I apply the perspective tool and the picture is overlaid with a grid and four corners. I want to be able to pick a corner - say the bottom right one - and move it *only* right or left, without any vertical shift.
I tried with guidelines but I cannot make them stick to the exact side of the image neither if I tell GIMP they're magnetic.But what's worst is that even if I manually put guides along the edge, it seems that the corners of the perspective tool ignore completely the magnetic attribute.
In Photoshop I could simply pick one corner, hold the shift key and restrict movement to the two main axes.
In the track view window, the Move Keys Horizontal and Vertical Buttons should restrict the movement of keyframes on the horizontal (time) or vertical (value) axis, but do not in my version of 3ds Max 2012 SP1. Work around include using the dope sheet or using the Keys > Slide or Keys > Scale Value menu items.
I opened a file I had been working on yesterday on a different Mac, and got the error message: "3D functionality is currently disabled due to OpenGL being disabled." I am currently using MacBook Pro (2008), running Mac OS 10.9, using PhotoShop CC. I've already looked at Ps Preferences>Performance and I see this.
i try to make an animation. I create a cylinder and i want to rotate it by longitudinal axis. i click 'components', select the cylinder and after i click 'position' to select the axis that axis system appears in the right side of the cylinder not in the middle. If i continue whit this settings the cylinder will rotate by a circle not by his longitudinal axis. How can i move that axis sistem in the middle of the cylinder? I can drag it but can't place it exactly in the middle.
Is there any way I can extract the rotation of a block relative to the yz axis and xy axis. I can extract the insertion point and xy rotation but not the yz and xz.
I'm rigging a shoulder pad to a biped and I'd like it to only rotate on one axis. Google hasn't been that useful, and I hope I don't need scripting for this kind of minor thing. I'm rather new to 3Ds Max Design but I'm learning fast and liking it so far!
I've attached what I want to effectively accomplish. I'm looking for a way to lock the z-axis of the object with the upper arm's z-axis.
I accidentally changed its position relative to the object being edited.
P.S I found the hierarchy panel to the right. does it have something to do with this? (I thought i remembered it from a tutorial i used a while ago...)
I fixed it with the hierarchy panel. I clicked pivot in the panel, then affect object only, then center to pivot. this makes the the object stick to the gizmo, bringing it back to default setting (at least im 99% sure that was default.) I thought i had been on the right track.
The transform gizmo is visible in the modeling vieworts and function normally, however if I go into the UV editor and select a sub-object, there is no gizmo. I can select sub-objects, and move them, but there is no gizmo to use to move stuff accurately.
My main gizmo (move, scale, rotate) is vanishing from the scene and I am unable to execute simple move/rotate/scale actions. The gizmo will reappear if I shift the viewing angle in the viewport. However this is getting frustrating because I might be viewing at the angle I need to execute a move/rotate/scale, but I can't and have to shift viewing angle to bring back the gizmo.
Also at present I am unable to view vertices when in sub-object mode (Edit Poly). I don't know if I accidentally triggered something or what, but the vertices suddenly disappeared and all I can see is the lines for the edged faces (not the vertices). Oddly enough, I am able to see the last vertice that I was interacting with, but cannot click or view any other vertices of the object.
I am using 3ds Max 2009, and am starting to get a grasp of UVW unwrapping, however, for some odd reason the transform gizmo is hidden in the Edit UVW window, and I can't figure out how to unhide it. I tried pressing X, I tried pressing a bunch of other keys to see if maybe I accidently pressed a hotkey.
I'm rotating my object using the hotkey combo alt-middle mouse button to view my object as I work. The problem is that the object is not rotating at the gizmo. It makes my workflow turn into a workless flow because it is rotating at the object origin instead.
I'm fairly new to Max and not completely comfortable with all the tools yet.
3D Studio Max 2010 Perpetual 3D Studio Max 2011 Educational 36 Month
Also, I have the same problem with both versions of Max. Obviously some setting that I'm not aware of...
Is there a why of applying say a "Xtransform" onto an object, say like a ball. rotate the ball inside the Xtransform while keeping the transform gizmo locked in place.
I am referring to in an animation, not a one time thing.
I am having a problem with my create and move tools. It has just started happening that every time I create an object it automatically is created at the origin. I am unable to move any of the objects i am creating from this position. I can rotate them and scale them but just cant move them. I have checked everything i can think of, they aren't locked or on a locked layer. I converted them to an editable mesh and could move them like this but the gizmo remains stuck at the origin.
Probably something really simple, just never came across it before.
1. How do I make the angle of the Gizmo appear when I'm rotating the gizmo plane with 'e'?
2. Also, how do I rotate the gizmo itself, so that i can rotate it in any ambiguous axis as well if I wanted to.
For example, let's say I'm slicing a hollowed box usnig Shell modifier. I want to cut the box diagonally. I make the slicing plane vertical using x rotatin axis (red) at perfect 90 degrees (this is why I want to see the angle displacement when rotating a gizmo), then becaue I want to cut it vertically, I rotate the plane on z rotation axis (blue) 45 degrees. Now, I want this cut to be slanted. That means I have to change BOTH x and y axis with equal amount to achieve symmetrical cut I want. ("5 snaps of rotating the slicing plane on x axis and y axis" something like this)
What I want is change the orientation of the gizmo itself so that x or y rotation axis becomes the angle I want the box cut to be slanted at.
3. I've been using 3ds max for rendering most of the time, and didn't really have time to ask myself, why is it such a pain in the a** to get the correct effect I want from max? Viewport and renderd product doesn't match at all for me. Rendering should be just a way of making the viewport image much prettier, not turning garbage into an artwork. Because of the difference between the viewport and renderd image, I constantly have to do test render at 320x240 to see how it looks.
When I say the two doesn't match, it includes but not limited to:
-Lighting Both daylighting system and artificial lights(photometric/standard) -Intensity -Shadow casting accuracy -Material
Scale mismatch of rendering and viewport.
-Color -I'm guessing it may be because of the lighting that the colors are very off. -Unexpected glow on my model from other surrounding objects.
Sketchup or Rhino shows vaguely how it's going to look when it's rendered, just poor quality. Why is it so not intuitive in max?
The move handles can be selected independently but when the snaps toggle is on the selection is locked to the center box handle. Rotate and scale gizmos are uneffected.
I am wondering if it is possible to move/focus the manipulator gizmos in Maya.
If I for example am working on a tall plank and want to align the bottom part with something I'd zoom in to be more precise, but since the manipulator is stuck in the middle of the plank I have to zoom out anyway and find a spot where I'm fairly zoomed in but still can see the manipulator.. If there is a way to make the manipulator follow on the screen when i zoom in (without altering the pivot point) I'd be able to work so much easier.I am of course talking about all the manipulators (move, rotate and scale).
Another annoying difference between Max 9 and 2012: I have to select the Freeform Gizmo for every instance of an Unwrap UVW editor. It seems the new default is Move Mode and in Max 2012 there is no memory of the last selected state. Ug!
The 'Save Current Settings as Default' is not useful.
Any ini setting which will set the Freeform Gizmo to the default?
In 3DS MAX 2011 my transform gizmo jumps to the origin every time I go into sub-object mode making it very difficult to edit. I have been through the help file looking for fixes without success. I have major deadlines to meet this week and this is severely hampering progress. How to reset the gizmo? When I pick an object the gizmo is in its proper location, it's only when I go to sub-object mode that it leaps away to the origin.
I'm working on a little trackless train at the moment. I have a working model of the train going around a curve, but I cheated a bit, by constraining the center points of the axles to the curve, and then had the wheels angles based off the drawbar angles.
I have began working on a more accurate version, where the angled wheels are what drives the carts around the curve. Long story short, if you have a thin playing card in Inventor, how can you restrict motion in the normal direction, allowing the card only to translate tangentially no matter how it is orientated in the model space?
Constraints are all based on relationships between two parts. Is there such a thing as restricting a part's movement in certain directions? The reason I ask, is I would like the wheels to follow the direction they are oriented (not being dragged in a normal direction, something resembling slip motion).
Essentially, I would like to do this without using contact friction between the ground and the wheel (which is what actually makes the wheel follow the direction of its orientation in real life).
I have a question about limiting movements. In real life, when you close a door it stops as soon as it hit its frame. I want to do the same in Inventor.
I have one problem and I would like to get your opinion how I could solve this.
I can't share models I have problem with, but I made another with the same problem.
I have two parts - one with slot, another with "pin". How to constrain the "pin" to always move in slot?
I had some ideas but non of them worked for me:
1. Use the Transitional constrain came first in mind, but it gives unsuspected results in this situation. Pin part is jumping around and ends up contrained in another place ir should be.
2. Contact solver kind of do the job, but it works quite bad. I gives no control or accuracy (i can not control how much pin is moved out)
3. I even thought of point on 3d sketch constrain, but it can not be done
How you would suggest to constrain the movement? I hope I stated problem clear enough.
I would like simulate this action or model this simple action I have in this sketch. It is pretty basic but I am drawing a blank on how I could see the max movement I can get with a 6" cylinder stroke.
Maybe more difficult than I am capable of, I could model it but don't know how to get it to move or rotate that would simulate the movement.
I am have a model of a scoop that I would like to animate to show motion and check for interference and clearance.I was told by a friend the best way to create and assembly is to create it as it would be built.
Doing this, I created the cylinders and added to them to the main assembly as an assembly, but I am having trouble controlling movement. I checked off flexible for each cylinder but using the mouse to try and position the scoop bucket and front frame is undesirable. I know I could apply mate constraints to check for clearances and movements, But seeing the scoop move in a regulated motion would be need. Could possibly be used for marketing purposes as well.
Is using dynamic simulation or studio better? I have heard good things about the Wasim Younis Series - book
Does his books get into how a model should be assembled/created before trying simulations?The boom moves off yellow cylinder and the bucket moves off the red cylinderA 4 way joystick controls this movement (hydraulically), is it possible to simulate a joystick to control this animation?
The blue cylinder is controlled by a 2 way valve, that steers the front frame.I know uploading a model is the best way to get fast accurate solutions, however this model is currently over 200 parts, so I figured a .DWF export was the easiest way to give you a visual representation.
In an assembly we can set driven constraints to drive parts etc.. or we can set the contact solver to show contacts.
Is it possible to set something like a driven constraint but so it is flexible between the set parameters?
when creating designs i like to move stuff around with the mouse to see how it works and the potential problems that might arise etc.. however i would like to still move stuff around with the mouse but restrict the movements with constraints.
so if you have a hingy flappy thing, the constraints would be set so it can rotate round the hinge as required but also an angular constraint could be set do it would work between set angles, say 0 to 50 degrees and if it gets to the limit it stops?
Is this possible, I think it would be very useful?
I have an assembly of a rod in a cylinder. When compressed, this rod sticks out 10mm from the cylinder. When extended, this rod sticks out 50mm. I am trying to create a drawing which shows the compressed state and extended state together.