Maya Modeling :: How To Delete Only Certain Parts Of History But Keeping Its Effects
Feb 12, 2014
I would like to know how to delete only certain parts of history but keeping its effects. For example, a cube has a smooth polygon, bevel, and blend shape history. How do I delete only the bevel history but at the same time keeping the bevel? Don't tell me to do the bevel first, delete history, then smooth and blend shape.
Is there a way to delete parts of history while leaving important elements? (because if i delete all history the object is no longer bound to what it belongs to)
I created a very simple two poly object and then deleted my construction history and now I cannot seem to create a new polygon in the scene unless I turn off interactive creation.
If I choose create>sphere etc the little sign that says drag on grid appears but when I do nothing happens. I made a new scene and did the same thing and I don't have the same problem so Im not sure why in this particular scene.
Whenever I make new objects like box, cylinder etc, I can't edit their properties like subdivisions, etc as if their history got deleted even though I don't delete it. They are made with pre-deleted history..
I have several edges that will not delete. There are no faces connected, so the edges are suspended in space. I can select any number of edges but when I press delete they just deselect. I don't have more then one line occupying the space, nothing is hidden, and restarting maya hasn't worked.
How to delete all ik handle nodes in a scene and all constrain nodes in a scene.
My rig is so complex that going in and deleting one by one seems like a crazy process but if there was a way to get the outliner to show only ik_handles and or constrain nodes then I could just select them and delete them and this would save me a lot of time.
I am using the paint effect - grass clump for my eyebrows. I will not go over the area i have painted on even though i have made it a 'make paintable'.
I have a flash animation, just shapes and tweening. I was wondering if there's a way to convert it to After Effects but keeping it editable (i.e. getting AE shapes and keyframes).
I have polygon object that I created. I initially started with a cube and then extruded faces until I got the final shape I wanted, which is a tree.
I've been trying to paint some paint effects on the tree but when I make is paintable and try to paint on it I get problems. I paint on the surface and everything looks fine. As soon as release the mouse button my curve and paint effect jump to the base of the tree. No matter where I paint on the tree.
I have my History panel set to non-linear history, and often want to delete multiple history states at once. I'm able to delete one history state at a time. Is there a way to select multiple history states and delete them all at once?
Is there a way to remove/delete the history from a rendered clip, other than re-rendering the clip without history enabled? Flame has a desktop function that can delete the history from an entire desktop (which would be convenient in my case here on Smoke 2012).
I'm building a tree prop that uses a push modifier to create the outside effect of the shape I want. The problem is that the Push modifier has pushed many faces into others... leaving a bunch of geometry "inside" the model... in essence leaving a larger polycount than needed and wasted.
i tried to draw a cross section view of the encircled area... as if you were looking up the cross section up the tree. I'm hoping to get the geometry to match the "desired" drawing.
Developer of Wall Worm - the 3ds Max Pipeline for the Source Game Engine CorVex Level Design Plugin 3ds Max 4/Gmax - 3ds Max 2014 Mudbox 2009-2011 WIndows 7 x64 i7 930 12GB RAM Geforce 480x2
I am aware we can change the order of history in maya. I have a specific situation i d like to solve and basically is this:
Say i have a 1x1 rectangle. Now i apply to it, say, 2 split edge rings. And then i apply a mesh/transfer attributes, so that this rectangle will basically snap to a chosen surface. If i edit now the edge rings positions, everything is cool and will work as expected, because these rings have precedence over the transfer attribute tool. So far so good. If i now add a new edge ring to that rectangle, as you are already seeing, will not be taken into account by the transfer attributes tool, as it lays after in the history tree. So my question is:
How will i put this last edge ring node before the transf. attrib tool? This would be really great for my topo workflow. So graphically, so that it is more clear i want this:
POLY---RING1---RING2---TRANSF.ATTRIB.---RING3 CHANGE TO POLY---RING1---RING2---RING3---TRANSF.ATTRIB.
I suppose the natural way of doing it would be in the hypergraph... I gave it a shot, but i couldnt really do it. I studied the connections in hypergraph, but i couldnt even replicate.... Things like WORLD that need to be connected would show greyed out on the other side so i could not connect anything. What is weird is that this are the connections maya does, but if i try, it shows greyed out.
I am having a problem with Maya 2013 (Mac) crashing when I delete history. I have had this happen a few times in the past but only if I go a long time without deleting the history. I do it on a more regular basis now but this past week it has been doing it every time. I created a button on my shelf as a short cut for this and when I was first having the problem I found that if I just do it from the edit drop down then it worked fine...at first. Now it is crashing even when I do it from there. One instance I saved before I deleted the history and it crashed when I deleted. Then I restarted my computer and the first time I deleted it worked but next time it crashed. I have both service packs, I'm not sure why it is doing this all of a sudden.
I having trouble with closing documents and even quitting Photoshop CC. I tried the menu, shortcuts and the close button on the document frame.
Photoshop reacts to the shortcut by marking "file"/"Photoshop" in the menu when i push command+w or commmand+q but nothing happens.
I have to force quit photoshop each time. All other buttons work exept when i try to delete history states in the history panel. Nothing happens when pushing the "delete current state" button.
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.
1) Is there a way when packing UVs to force 3DS to use the entire 0-1 space? There always seems to be padding regardless of if it is set to 0 in the software. If I'm using a tilable texture this creates seams since it doesn't go all the way to the end of the UV space. I have to manually snap the vertex points on the UV to the corners of the 0-1 space.
2) Is there a way to have 3DS keep the size of the grid in the UV editor? If I set the UV grid size to something specific it always resets it back to .5 if I go back in at another point or for a different object.
There seem to be some errors in the code for Modify > Convert > Displacement to Polygons with History. My scene uses an animated displacement map, coming from an image sequence. The displacement works as advertised, but I keep getting execution errors. Here is the code for the offending expression, which was created silently when I issued the conversion command:
if(!Disc1_MeshShapeDisplacement1.disableDisplacementUpdates){ updateAnimatedDisplacement( "Disc1_MeshShape","Disc1_MeshShapeDisplacement1","displacementShader1.displacement"); } //Setting the following attribute here dirties the mesh so Mental Ray updates properly Disc1_MeshShapeDisplacement1.featureDisplacement = 0; //The next two lines cause the expression to trigger when editing attributes that affect the displacement float $dummy = displacementShader1.displacement; Disc1_MeshDisplacement1.inheritsTransform = true;
The only way I can stop the constant error messages is to comment out the code or disable expression evaluation.
The error messages are annoying, but I can live with that. The real problem comes when I try to select keyframes in the timeline. I shift-drag across keys to select them, and they highlight at first, but then the highlighting immediately goes away. I am forced to use the Dope Sheet instead. Disabling expressions doesn't work, so I don't know if this problem is related to the displacement expression or not.
Displacement in Maya has a very bad reputation, and based on my experience, it's well-deserved. Another issue I have is that after conversion with history, multiple shape and transform nodes are visible in the Outliner, and it is not clear what's going on. The documentation for this feature is only two lines long, and does not explain anything. Apparently there is a pre-displacement shape and a post-displacement shape in the scene, sort of like how nCloth has an input and output mesh. But with displacement w/ history, users get no guidance on how all of this is supposed to work.
I'm want to drag an objects anchor and have the position co-ordinates offset by opposite amounts so it doesn't appear to move postioin on screen. IS there a tool for that?
I have a very old model from one of our previous projects. It was previously rendered with max scan line and had standard materials on it. Now we are updating it for a HD render and updated with mental ray and arch&design material. When doing test renders there have been some very strange results, on closer inspection I have realised the models have been duplicated. They have been duplicated in exactally the same spot and are part of the same element. I’m currently trying to go through each polygon(element) and delete the duplicate but its taking an age. It was a model imported from iges format so the model is very broken up.
Any good method for deleting duplicate surfaces?I have tried xview but selecting the results just seems to select the whole model which ever method I choose.
I am trying to learn layers and layer masks. I loaded an image, than control J to duplicate it. I then added a layer mask. Everything good so far. I then went to filters chose a blur. Then went to brushes with black as my foreground color, I just wanted to brush away the blur, and got an error message. "could not use the history brush because the history state does not have a corresponding layer."
I was given a model and I've decided to try and texture it. The problem I have is that I'd like to try to procedurally texture it first in Max. The object is all one group and I need to somehow separate out different parts for different textures. I thought I would select polys and try grouping them but that doesn't seem to work. The option to group polys is greyed out. So I figure I have to convert selected polys to objects first? I'm not sure of the difference between elements and objects either and I read something about layering...but I'm not sure of terminology or the best place to start.
I did have the idea to uv unwrap, create masks to mask out different areas in Photoshop, and use that in the slate editor as a mask input node, but I really want to keep things within Max if I could.
Everytime I try to use my history brush, that error pops up and I have no clue why. If I try to just open a blank document and use the brush it does not give me this error and I can "use" the brush but you cant see anything on the project.
so when this error happens im trying to do a project and say I place a file(picture) into the project and this is the very first thing I do. I place it, then I size the image down some. I then make a new layer to use the brush for behind the picture and then this is when I get the error. I have no clue what is wrong
I created some render layers by copying the master layer and some of them seem to be connected to the master layer in some way and I cannot delete them!
When I select the render layer they are grey and the master layer is also selected and is blue. I cannot delete the copied layer even if I empty it.
I have created other layers the exact same way but when I select them they are not attached to the master layer and are blue when I select them and I can delete them.
What do I have to do to delete the layers that seem to be connected to the master layer? This is really annoying! I try to do one thing and end up spending the entire day trying to delete rogue render layers! The only work around I found is to select everything in the scene and export it and then import it into a new scene.
I am new to Inventor and am trying to model a hopped safety ladder in Inventor. I have gone through the stages of creating the 2D sketch then adding to assembly and creating the frame which had worked ok for the standard straight run. I am having problems however with the hopped safety cage section which is slightly more complex. I have created a basic circle in sketch part and managed to add a frame to this but I can't copy the component or modify it to create the hopped cage or add it to the main frame.
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'm new to 3DS Max. Let's say I draw a box, then add many height dividers. I then apply a bend modification to the box until it resembles an arch.
Let's now say I want to take a part of this object - maybe the left half - and apply further mods to only that part. How do I "divide" an object into sub-objects?