I have a number of meshes that I have applied to a single layer. I want to run these within an action but I don't want to have the pain of loading all of these meshes many times. Is it possible to merge them all into 1 mesh so I can just run the liquify command once?
Whenever I perform a PrintMerge the print dialog and its options are reset everytime I leave the print dialog.
Usually you hit print set parameters and hit apply, you now can cancel the dialog and hit print again, your previous settings should still be there. Same goes if you actually print and want to repeat the print process, as long as you dont close the document. This works for normal printing but fails with print merge.
Every time I close the dialog (not the document) all the settings are back to default. This did not happen in X5 and is very annoying since it resets to default even if you actually hit print, forcing you to set the parameters every time.
the bugginess of Photoshop 64 bit CS6 Extended 3d (v13.0 x32 -- no updates since launch??) on a Windows 7 x64 workstation. It constantly crashes, renames my layers, and scenes will suddenly go into the netherworld requiring a PS restart.
However, after spending hours assembling a scene with just 3 simple postcard meshes, I can no longer affect the meshes' coordinates or sizes either by dragging or typing in numbers in to the properties panel -- after attempting a move, it shows the busy cursor for a second or two and then puts the mesh back where it started. To add insult, it adds an undo state to move the mesh back! I tried restarting PS to no avail.
I hesitate to re-assemble the scene with a new file if this is a common occurrence.
I am having a problem creating smooth 3D images.I have been taking a 16-bit greyscale image with a various domes and other shapes with systematic gradations of greyness 'impressed' onto it. From this, I use the "create 3D mesh from greyscale" to create a surface whose depth is based on the values in the 16-bit greyscale image: this greyscale image becomes the "Background Depth" layer in the 3D image. I then add a Background layer (that exactly matches the greyscale image) to the 3D image, which will determine how the 3D shape will be coloured.
I then force ray tracing using the "Quality: " "Ray Trace Draft" or "Ray Trace Final" and the result is a 3D surface with some shadows. Okay so far, BUT the surface is a bit pitted, a bit ragged, not smooth, the shadows have jagged bit in - it's just not very good, in fact, it's unusably poor. Even if I apply some filtering to the greyscale image to smooth out any nasty discontinuities there may be in it, the final 3D surface is still pitted, with jagged shadows etc.
If I look at a wireframe version of a 3D image, it is clear that the resolution of the starting image is better than that of the wireframe image: there are several points in the original image to each point on the wireframe image (that is to say, each vertex in the triangles that make up the wire frame image is several points away from each other vertex).
When I look at the sample images in tutorials etc they look incredibly smooth and appealing. Why cannot I produce the same quality of image? Are there some settings in the Edit->Preferences->3D panel that I need to reset? Some way of increasing the number of triangles in the wireframe model?
I have posted a sample of the grayscale image, and a sample of the 3D image that this greyscale image produces when converted into a mesh. (I've saved them as JPG files, which forces the 16-bit greyscale into 8-bit mode. But the original conversion to a mesh was performed using a 16-bit greyscale image).
I am using windows 7 on an HP Pavilion Laptop, using OpenGL to draw the graphics.
Why cant I save a cdr job with all the merge fields setup so that next time I open the file I can go straight to 'merge to new document'.
So Ive set up a 10 to view raffle tickets job. Inserted 20 numerical merge fields, positioned, resized, applied font size color alignment etc etc etc.. Takes ages..... So then merge to a new document, works nice and I can save it fine.
There are a hundred reasons why i may have to close the 'master' merge file before the job has been successfully printed. It may be a repeat print job.
Any which way I really dont get why the live merge data fields are lost on closing the file.
I'm busy making a map during which I've been working with creating a line around the shape of the island and then converting it to a editable mesh. On 55 lines it worked, then on 4 it didn't. Turning them into an editable mesh gave me nothing. I don't believe I did anything different with them, though I might have set 1 point or so differently.
[URL] as you can see in the attachment. I need to scale the boot fits into the feet properly. I have tried to do that by adjusting polygons and vertex but it doesn't make a good result. I am wondering is there any sophisticated method to exactly fit the boot into the feet without any clipping and extra space as seen in the image.
I have two large meshes, an existing site and the new grade. I have tried just attaching them, but there are a lot of gaps where they meet. And in some places the existing shows through the new where they have removed grade. How can I combine these into one seamless mesh?
I'm new to Maya and am trying to bridge two meshes in the first modeling exercise (to make a helmet). The instructions said to select Select > Select Border Edge Tool and then to select the 5 border Edges on the original polygon and then the 5 on the newly created bottom part and then I am to select Edit Mesh > Bridge and to set the division to 0 and then to check Bridge. I did all of these steps but then this "// Error: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection." appears. I've tried choosing different numbers on each side to see if that is some how the error.
Whenever I freeze an object, either with "Display Frozen meshes in gray" turned off or on, they disappear completely from the scene. Even though they are still there, because if I "Unfreeze All" the meshes will pop back in the scene.
Almost as if freezing the object also automatically hides it, which is very problematic.
Using:
Autodesk® 3ds Max® 2014 16.0 SP3 commercial Windows 8.1 x64 Nitrous ( Direct 3D 11.0 Feature Level 11 - NVIDIA GeForce GTX 780 )
I'm trying to customise my drawing templates to keep them up to date and also include accountability.I seem to be having trouble in including the name of the person who has last saved the model, and the date the model was last saved.
Manually including this information isn't ideal as people will forget, and it makes it harder to trace revisions.I can't see anywhere on the iProperties where the 'Last saved by' feature is available, but I thought maybe the information could be pulled from the username from the application options?
The last saved date should be easy, as there is a modified date in the model's iproperties; however, I cannot pull this information.I have used other cad packages in the past and this was never an issue. With all the customisation of Inventor, I thought this would be relatively straight forward.
I have a capstone lab project due tomorrow for my graphic arts class and I made a HUGE mistake!!! I created an image using 20 something layers and did SAVE AS as a .xcf image (with all layers open). Part of the project was to save in different formats: .xcf (with open layers), a .png, and a .jpeg (optimized). So, I did the first save and then flattened the image to SAVE AS a .png with a different file name.
Long story short, I was tired and had way too many images open at once. When I was closing all of the images I accidentally saved the changes (flatten image) to my original .xcf (with open layers)!!!! Now, my .xcf that is supposed to have open layers only has one layer...the finished project!! I tried going to the file properties to restore a previous version, but it says that no previous versions were found! I also downloaded a norton "unerase" utility, but maybe I am not scanning properly to locate the file!?!
When a raw file badge shows that the file has been changed, I use Metadata Save to File & for the large majority of my images, the badge goes away and Metadata Status Changed does not show the file. For some of my files, however, the Save to File command doesn't work properly. If I am only displaying files with changes, the file briefly disappears, then returns. Even if I go to Windows Explorer and delete the xmp file, then again Save metadata to file, it pops up again with the badge saying it needs to be saved. I'm using Lightroom 4.3 64 bit on Windows 7.
[URL] I have an instrument drawing with 3d and hatch meshes and some lines. When I render the image the lines and meshes I have do not show up. is there any way to fix this? I know rendering is only for 3d objects (now that I have read up on it) but what about the lines in a drawing that you need to see in the final image?
I have rigged a character and am skinning. I began skinning the characters base mesh than began to skin his accessories ( Molle Vest, elbow guards etc.) for some reson when i begin weighting these objects it affects the weighting on the base mesh.
Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.
This is part of a project to 3D print models of cities using data extracted from public sources. I have extracted the model data for cities, but cannot get models that will print correctly. From the attached file, you will see that I created a simple standard primitive rectangular base, but there are also sorts of holes in the meshes of the cities. Do you 3DS wizards know any way to :
1) combine the solid rectangular primitive so that it will be solid through the meshes that it intersects; and/or
2) fill the sometimes hollow 3d building models so that I can print them (regardless of the interiors).
i did a 3d max building, and its all in different layers..ie.wall, floor, windows, doors etc. it is quite detailed. so there are currently 119 meshes! how do i make it so the whole building is just one solid building, without all those meshes?
Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?
Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.
I currently have a model made of a few different meshes (head, body, upper/lower arms etc...) which I have linked together. I primarily animated by rotating the joints of the model, but it just isn't cutting it anymore.
Is there anyway I can create a bone system that uses the meshes as the "bones"? I'd like to be able to do that so I can change the models for every part of the robot seperately in my game by changing the mesh associated with the bone. I've tried searching google and youtube but I'm not really sure what to search for.
why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.
I have a character model I got from the Evolver site before it went offline.
I need to set the pivot point of the eyes to be at the center of their meshes so I can use it in Face Robot.
I do this by clicking on the eye object and "Affect Pivot Only", "Center to Object". This works but when I export the model as FBX the moment the export has finished my eyes have both jumped to the the floor and my pivot is still in the correct place. When I import the FBX into Softimage I see the eyes are now on the floor. I also have the same when I try to do the pivot point in Softimage [URL]....I am a competent modeller however a begginer when it comes to Autodesk's software. Is their some property on the model that could make it peform liek this, does it have something to do with the bones/skining?
i have spent the last 2 days trying to move an eye balls origin
I'm trying to create a "wipeoutish" track using splines. In fact, the track itself is generated by a tool and I want to use it in 3dsMax to create the environment.
So i'm importing the spline into 3dsMax, create a template spline and use "Loft" or "Sweep" to extrude the model along the track. But whereas everything works if my track is perfectly planar, I get some crazy stuffs if there's even the slightest change in the Z axis.
I've tried disabling Contour (then the track is horizontal but there are problems at each turns) and Banking but I can't seem to be able to get a perfectly horizontal track using this way.
Is there a way to force the normal of the generated Track to be vertical ? (get the green track over the spline used by the blue track ...)
I drew a solid model of a structure in Autocad 2010. By using that model, I want to make a FEM analysis in Sap2000. The problem is that Sap2000 takes only polygon meshes (not solids) in 3d. The question is that how can i make a group of polygon meshes of the solid model that represents the structure.
(Since i am not an expert of Autocad, i will be glad if the solution is explained in a simple language.)
For what I need Photoshop for, I use CMD-E all the time to create raster graphics from vector shapes. I often use this feature to combine shape layers to create buttons. So, this completely destroys my work flow. The only work around I've found is to create an additional raster layer to merge with the vector layers.