A collegue of mine will save a file in Maya 2012 (a character model) yet, when I open the file, I only see the cameras and image planes. The HUD shows zero faces, verts, etc. When he opens the same file again, all the geometry appears.
Say I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.
I has finished my model and mirror it to different axis and save my project, than closing my maya to go to sleep,Today, i'd like to re-modeling some shape in my dinosaurus eyes.So i would like to delete all the faces in the left side (axis -x ) and re-mirroring again after finishing the reshaping in dinosaurus eyes.
When i delete all the face (axis -x)The shading geometry in the Interior of dinosaurus mouth suddenly Dissapears. (and leaving only the Wireframe !)Whereas in the other parts , the shading was work perfectly.I Tried to Redo, but it still happens.
I'm working on a project that needs to make a renderable shape off a curve, the curve points are based on a random set of data - so basically I'm making a fever chart. I need the curve to go exactly along with the points, so I used bezier curve. The curve looks like pic-01
Since curve doesn't show up in render, so i'm trying to make a tube shape. 1) a polygon plane, then go edit mesh - extrude. like pic-02. The extrude division is the same amount of points 2) a nurbs circle, then go surface - extrude. like pic-03 and pic-04.
As you all can see, none of these two look good. I can understand that this is because the turns are too dramatic, but I wonder if there is a way to get around the limit and generate a graph like pic-05 in 3d.
So, in max there is a way to turn this off. So that when you select an object the edges are not visible. That way, when you select and object and have a look at it, you do not have to be distracted by the wire frame.
Is there a way to do this is Maya? I'd lke the geo to appear as flat shading without the wireframe visible even when I select it.The reason is, I want to select it, and work on the UV mapping. I'd like to make some changes to the map, and see how they look on the model without having to deselect the mesh each time I make a change and what to see it without the wireframe.
Everything is working great in Maya 2014 except the following two issues.
PROBLEM #1: Create geometry (eg., polygon cube) in Maya 2014 and save scene file. Start Maya 2013 and open the file created in Maya 2014. The file won't open and prints "// File read in 0 seconds. Warning: line 0: swatches file depend node not found, icon discarded: defaultRenderLayer //
Is it not possible to open a scene file created in Maya 2014 with earlier versions of Maya?
PROBLEM #2: Cannot create wireframe rendering of geometry with surface Shader + mib_ambient_occlusion as in earlier versions of Maya.
How can I make a curve's end points constrain to objects in order to create a "theta" angle line that changes dynamically when the angle between the two objects changes?
I thought they answer may have lay in creating the curve using Maya's new Bezier Curve tool, then using the Rivet plug-in from CreativeCrash to pin it to the middle of two poly cylinders (the "x" and "y" axis.) Unfortunately this doesn't work; the Script editor spits back "is not a vertex!". Either I'm not using Rivet correctly or the end points of a Bezier Curve in Maya are not the same as a CV Curve. But perhaps I'm going about this the wrong way entirely.. I ultimately would wish to extrude geometry about this curve to create a dynamically changing curved cylinder to visualize the angle. It seems like it should be a relatively simple thing to do...
I have used Quad Draw to create geometry on the surface of an object, this geometry and its pivot can be seen in picture 1.I then try to mirror this geometry to the other side of the object's surface using the settings shown in picture 2
I get a mirror, but not based on the pivot, but it seems the mirrored geometry wants to be attached to the original drawn polys as shown on picture 3. Could it be a bug or is this how Quad Drawn objects are intended to behave?
I'm using Maya 2010. why this is happening, and how to fix it? I have a piece of polygonal geometry. I have confirmed all the culprit vertices are on the zero X axis.
But when I mirror it (-X), it collapses the 5 vertices at zero to a single vertex at the center, as shown in the "after" image:
I have some particles that i've used the Instancer (Replacement) on to turn into a mesh that I have modeled and place throughout the scene. Now I want to convert the instanced particles to regular geometry.
I have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip
Is there anyway to completely hide a workplane that is contained within a clientfeature?
The attached part shows this when you hover over the client feature in the browser. I have the visibility of the plane turned off but it still shows up when the clientfeature is pre-selected.
Looking for a method of selecting multiple blocks that have been arrayed within a drawing. I have tired with filter and qselect however there is no way to filter out blocks by name contained within an aray. Would be great if there was a .lsp routine or arx file that could deal with this.
Autodesk Inventor Professional 2013 SP2 64-Bit Edition Windows 7 HP Z400, Intel Xeon W3550 3.07GHz 12.0GB RAM, ATI FirePro V4800 (FireGL)
I have to go through quite a few drawings and extract the attribute vales of the whole drawing and then a subset contained within a couple of polylines.
The whole drawing is Ok as I can use at out or the data extraction, but its the ones contained within a polyline. How do I do that?
Pulling apart a drawing that someone else did, each block contains a set of text that I need, along with the polylines for editing, however, when I explode these blocks to edit the polyllines - all of the text inside the blocks changes to generic terms like "AUX".
I assume that these blocks go to a lookup table of some sort to find their names, but it's not something I'm familiar with - is there a way to get the text to "hardcode" or something? Just force it to stay as it is before I explode the block?
Been trying to recreate the comic-like effect used in Max Payne cut-scenes, how to make something like this out of a real picture... Cause the way I see it, they've taken real photographs and fixed them... or are these real drawings?
I was trying out the referencing in 3dsmax and i noticed you cant select the object, is there a way to reference an entire scene and be able to do edits like maya? I know you could with containers but containers are only by objects.
I am importing some .avi files and burning to a disc. Most of the .avi clips are fine on the DVD, but two that have panning sequences are very jerky. I checked the source .avi files and they pan smoothly.
I've explored changing the Speed to Quality slider and also the Frame Type (Upper/Lower field first) setting to no avail.
AVI Clip Properties: File Format: Microsoft AVI files File Size: 13,513 KB Frame rate: 23.976 frames/sec Duration: 62.479 seconds Data rate: 215.01 kbps
Video Compression: ffdshow Video Decoder Attributes: 24 bits, 720x404 Total Frames: 1,498 frame(s)
I'm facing a serious problem with my Co-rel x2 in getting it to cut some inappropriate scenes from an episode of AVI type stuff. The thing is after scanning and deleting the unwanted plans, I cant save the separated selected project as a whole ; and what is worse, the voice is completely gets out of whack! I am desperate and don't know what to do!
I recently converted from Sketchup 8 to 3DS and I've been trying to render some scenes with Vray but they all come out super grainy, like the rendering has a layer of noise on top of it. I have a lot of experience with Vray for Sketchhup and have never encountered this. I attached an example.
I am looking for a good lightning solution to use in a number of scenes. I looked at Draper's pflow lightning setup but could not get it to work correctly.. in the short framecount I need it to occur.It looked great but only over 600 frames.
I am animating splines and I think I can get that to work ok.. but
I have 2 files that are acting weird. They were created earlier this summer but when I open them now, 99.9% of the geometry is invisible with nitrous and the file is very laggy. I want to get an alphabetized list of the geometry so I can start merging in pieces and keep track of what I'm doing.
Any way to export a list like that?? Or better yet..how to trouble shoot the bad files?
I get a warning when I open another max scene on another machine here at work, it says:
"The MassFX authored in this file was created with a newer version of the plugins. Forward compatibility is not supported so things might not behave properly."
I am currently using PhysX for Max version: 2.7.1.0202.1800 and PhysX System Software 9.11.0621.
Third party plugins installed for Max being used in the scene are: Rayfire 1.57.10; Orbaz Particle Flow Box #2 ver. 1.07 and #3 ver. 1.53. I've gotten this warning in scenes saved from another PC, opened in another, and not even using any PhysX or PhysX capable plugins.
I have got some levels for games I'm working on and a lot of the items have to seal off perfectly, etc etc.
I often cannot snap to any item in an XRef Scene under some circumstances. I think that these are scenes that are failing because some are referencing each other and access stops for some reason...
In the examples:
Scene 1: Referencing Scenes 2 & 3 Scene 2: Referencing Scenes 1 & 3 Scene 3: Referencing Scenes 1 & 2
When editing Scene 2, I am able to snap to Scene 3, but not Scene 1. I don't know if it's something about a reference being an overlay (which all are) and the ordering it loads... I know that in the XRef Scene dialog it lists them (in example above) as Scene 3 above Scene 1 ... but I have not experimented with removing one and inputting them in another order... since it seems that any time I delete a scene from the list in an XRef scene dialog, Max crashes.
Developer of Wall Worm - the 3ds Max Pipeline for the Source Game Engine CorVex Level Design Plugin