It seems everytime I combine objects or do some weird deforming to objects the the Move Tool/Scale Tool/Rotate Tool drifts off into space and forces me to zoom out of what im working on to use the tools. This gets very bothersome when im moving a piece into just the right place and i need to be zoomed in. Im still quite new at Maya and 3D in general.
I have just imported an FBX file fron sketchup, the manipulator handles for move, scale and rotate are really far away from the model, how can I move the handles so that it is in the centre of the model?
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).
I'm using PS CS6 extended, and when using the 3D layout I have been unable to find the neat new manipulators that make moving your object, lights, and camera so easy. They were there, and suddenly disappeared as if I'd tripped a switch that turned them off. I have searced all the menus and preference settings to be sure everything is "visible". I can still maneuver things maually by typing numeric values into the "coordinates" boxes, but that is pretty cumbersome.
The only clue I have, and I may be off-base, is from reading about a similar problem in this forum where the response indicated that Open CL must be on. I thought, "ah ha", it seems like this problem may have started about the time I updated my video driver.
Upon checking this in PS, I find the option to turn on Open CL is "greyed out". Seeing that, I updated my driver again (for AMD Radeon HD 7000) to the latest one, which specified that it includes an Open CL driver. But that made no difference.
Though I still suspect this may be a driver issue, I'm not sure how to fix it. I could revert back to my original driver if I knew which version it was. But then, it might not be a driver issue at all.
What's up with the Show Manipulator Tool in Maya 2014? On my system, the tool is not showing up in the toolbar. There's just a blank spot where the icon used to be. The tool is still accessible via the General Shelf.
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
The UI for max is getting bigger as newer tools become implemented. Some new tools are now in a ribbon browser called "Graphite Modeling Tools" while others are in the old Command Panel. And some old tools like Selection for editable polys are in both locations! Doesn't that seem like a waste?
What is the future User Interface for 3ds Max? I hope to see less mouse clicks, less icons and a more intuitive way of approaching a 3ds max scene.
I'm currently attending college for digital media and animation, and I have licensing for 3DS MAX 2014 educational. I noticed that at my school, they have ribbon tools divided into sections, such as Freeform> Polydraw, Paint deform, Defaults, etc.
I have absolutely nothing in my Freeform tab. I'm trying to work on enviroment using PolyDraw, but it is non-existent on my computer, nor have I found any information about how to download it. Am I to assume educational version does not come with ribbons, such as Polydraw?
I mean to say that a wide range of my Graphite Modeling Tools are not installed/missing. I have Modeling >Polygon Modeling; Object Paint> Paint Objects / Brush Settings; and Populate features. Freeform Tools & Selection are both completely empty.
I have just started working at a studio who use Max 2008, however I was previously using Max 2010 in my old job and miss my graphite modelling tools. Are there any scripts or plugins available that provide something similar?
Viewport Background Also I have been asked to produce an illustration, so I have set it as a viewport background & locked pan and zoom. However, it does not actually lock the pan or zoom and just moves the camera which is causing a bit of frustration, as well as straining my eyes.
i used to work a lot with polyboost and since the change from polyboost to graphite modeling tools, i built my own toolbars in max.to customize the interface, i found all the tools i needed in the polytools category.one big exception is even/odd selection presets (skip, nthselect / step), which i found an extremely useful edge-selection tool. i attach a screenshot of the polyboost tools rollout, where these settings could be found formerly. at the end of this message i also attach a dicription of these settings from the polyboost work. Where to find the command to launch this toolbox. or if this feature possibly was not included in the graphite modeling tools?
even selects subobject-elements that have even numbers like 2,4,12 and so on. the "skip" spinner determines how many numbers to skip between the even numbers, so a value of 1 will select elements numbered 2,4,6,8 and so on. a value of 2 will select elements numbered 2,6,10,14 and so on. shortcut: when used as a shortcut this tool will default to 1 as a skip value.
odd selects subobject-elements that have odd numbers like 1,3,15 and so on. the "SKIP" spinner determines how many numbers to skip between the odd numbers, so a value of 1 will select elements numbered 1,3,5,7 and so on. a value of 2 will select elements numbered 1,5,9,13 and so on. shortcut: when used as a shortcut this tool will default to 1 as a skip value.
nth sel selects the next even or odd numbered element in the model. because of the way the numbers are laid out in a basic primitive in max, this will in a way duplicate the selection further down the element numbers. the "STEP" spinner determines how big the jump is to the next selection. if the "reverse(rev)" checkbox is checked the selection will be created in the opposite way, and if the "move" checkbox is checked the selection will not be duplicated, but moved instead.
So I have the modeling ribbon but the only tabs that seem to have any tools in them are the "GraphiteModelingTools" tab and the "ObjectPaint" tab. How do I get the hidden tools to appear in the "Freeform" and "Selection" tabs? Does the plugin need to be added?
Maya 2012 new features video shows that craft animation tools is new feature in Maya 2012, but i cannot find it inside Maya 2012, is the plugin integrated with Maya 2012 or need to install it after installation? Should i download craft animation tools for Maya 2012 or ?
I have it installed, I have the plugin "loaded" and "auto-loaded", but when I try to import a .3ds file, there is no geometry or anything. I see "Transform1" in the Outliner, and I don't really see any errors.
I tried playing around with windows, hit "show all" on everything I can find.
I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
I wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it.
Now the only thing I want to do is to cut out this:
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010 NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM [URL]....
Here is what I've tried so far in creating the pupil of the eyeball:
1. Right click - select isoparm - attempt to select. 2. Right click - select Surface Point - attempt to select. 3. Left clicking 4. Holding shift (and other keys) - attempt to select 5. Right clicking 6. Middle clicking 7. Marqueeing
When I right click - select surface point, I get something that looks like a selection, but it also has an isoparm dotted line.... when I attempt to DETACH I get an error.
I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.
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.