View Full Version : Max queries
David Lightbown 02-27-2002, 09:03 PM Hello everyone,
I've been using Max 4.2 for a few months, because the company I'm working for uses it for the majority of production (although I still use Lightwave to model), and although I find it to be intuitive and relatively simple to pick up, thanks to the extensive help file and the books that come with it, I have a few questions for the Max experts out there:
- Whenever I restart max, my weld threshold is set back to 0.1. Is there a way to permanently set it to a certain level ? This is when I'm opening a file I've been working on for a while, but I still have to set the threshold every time I open it.
- Generally, a new file will not have "vertex" checked by default in the snapping menu. Will setting it to vertex in maxstart.max set it so that its always checked in subsequent new files I create ?
- Is there a way to modify the IK joint rotation limits for Bipeds ? If not, then we might as well be using Bones and Skin. Let's say you want to have a biped break his arm backwards... is there a way to do that ? Can I control the IK limits ?
- How come, every now and again, all of the bitmap textures are turned off, like going through every texture and clicking the checkered cube ? I'm not the only one who's had this problem either, other people in my office experience it as well. The only solution is to go back in texture by texture (using the Map Navigator, of course, cuts its faster) and turn them all back on.
- How come it's impossible to set hotkeys for sub-object selection modes in Editable Poly ? I can use 1 2 3 4 and 5 to select SO in Editable Mesh, but not Poly ? What gives ?
- Is there a quick way to reset the pivot point to the center of the model, instead of clicking heirarchy, affect pivt only, center to object... ? I've though about a simple maxscript, but there might be a better way... ?
- Is there a way I can see how many polygons / points / edges I'm selecting without having to check in the editable poly / mesh window ? scrolling up to find out what I'm selecting can be bothersome at times.
- Is there a way to snap to the center of an edge I'm cutting, a la Maya Split Polygon tool ? If I could do that, I wouldn't have to constantly convert to Editable Poly to use Meshtools then convert back to Mesh.
I'm sure you won't have answers to all of my questions, but if you know answers to any of these, I'd appreciate it ! Thanks.
|
|
David Lightbown
02-27-2002, 09:36 PM
OK someone showed me the Midpoint snap setting in the Snaps menu... so the final question is pretty much answered for me... but the rest stand...
- Whenever I restart max, my weld threshold is set back to 0.1. Is there a way to permanently set it to a certain level ?
Not sure that value is stored in a .INI or anywhere, but if it is supported the Setup the GUI and settings you like, then save as maxstart in your scenes directory (controlled in path setting, usually 3dsmax/scenes). Guess you could maxscript a button.
- Generally, a new file will not have "vertex" checked by default in the snapping menu. Will setting it to vertex in maxstart.max set it so that its always checked in subsequent new files I create ?
Yes, I know snap setting are supported in maxstart (and I guess you do too)
- Is there a way to modify the IK joint rotation limits for Bipeds ? If not, then we might as well be using Bones and Skin. Let's say you want to have a biped break his arm backwards... is there a way to do that ? Can I control the IK limits ?
Doubt it, CS needs to adhere to some rules so that data can be transposed across differing FIGs.
- How come, every now and again, all of the bitmap textures are turned off, like going through every texture and clicking the checkered cube ...
I know, that is kinda lame, should be a global overide.
- How come it's impossible to set hotkeys for sub-object selection modes in Editable Poly ? I can use 1 2 3 4 and 5 to select SO in Editable Mesh, but not Poly ? What gives ?
I use the much overlooked strokes fearure to cycle sub levels and enter and exit sub mode! Sometimes enable shortcuts will change the nature of operation without the user realizing it.
- Is there a quick way to reset the pivot point to the center of the model, instead of clicking heirarchy, affect pivt only, center to object... ? I've though about a simple maxscript, but there might be a better way... ?
No. please write, debug and publish that script!
- Is there a way I can see how many polygons / points / edges I'm selecting without having to check in the editable poly / mesh window ? scrolling up to find out what I'm selecting can be bothersome at times.
Now your getting picky,... right click on the scrolling menu to jump to the various setting OR drag the interface R to L so that the scroll extend into multiple columns.
- Is there a way to snap to the center of an edge I'm cutting, a la Maya Split Polygon tool ? If I could do that, I wouldn't have to constantly convert to Editable Poly to use Meshtools then convert back to Mesh.
I'm using 3dsmax 3.1 and find the meshsmooth on top of a control mesh method (aka subdivision) pretty easy, I often just select the edges to see the centers, but it could be cleaner, hope it is better in 4.2! Enable show end result to work at mesh level, while generating the patch surface in RT.
-Shea
www.Ls3D.com
David Lightbown
02-28-2002, 04:13 AM
"Yes, I know snap setting are supported in maxstart (and I guess you do too)"
I tried setting the snaps the way I want then saving maxstart.max, but it didn't stick. :( I also forgot to mention that the UV mapper doesn't seem to keep my settings of "Constant update" and "Show vertices" either... strange... I've checked to make sure that everything is OK with my 3dsmax.ini as well, to ensure that it's saving my settings... its odd.
"I use the much overlooked strokes fearure to cycle sub levels and enter and exit sub mode! Sometimes enable shortcuts will change the nature of operation without the user realizing it."
I guess that means its not possible :) I've read about strokes, and its very much like Maya's strokes system, but I'm not sure I like that :) Sure, whipping the mouse left or right to choose a S.O. level is cool, but I'd like to have a hotkey too.
"Now your getting picky,... right click on the scrolling menu to jump to the various setting OR drag the interface R to L so that the scroll extend into multiple columns."
Is it picky to want to see how many polygons or points I'm selecting all the time and not having to scroll a window ? I find it an integral thing to know at all times. Kinda integral like having a hotkey out of the box for move and rotate :P I know there's "tiny counter" thats a floating window, but it doesn't do exactly what I want it to. :)
Also, how do I know how many points I have selected in UV Map view ? I know I can turn on the Show Vertices option, but I don't know if it enumerates me how many are selected. And I want to select the vertices in the 3D view and have them show up in the model, likewise select the polygons in the UV view. I know I can use Select Poly and Show by poly, but it would be easier to just select in the UV veiw right away, methinks. (the other three big 3D packages have this feature)
Thanks for the help ! Hopefully Max 5 will address these issues, if we're still using Max when it comes out. We're still trying to figure out if we should continue w/ max or move on to another product, thats part of the reason why I'm asking these questions... I know that all apps have some problems, but we'll see how hot Max5 is at Siggraph this year, if Discreet decides to promo it / release it.
Do your scene paths point to the directory where the maxstart file is located?
I just opened max to do some subdividing, and my snap setting are stored as expected, along with other settings. Should work just after reset if path is good.
So you got that you can expand the scroll into multiple columns (max 4.2) thereby eliminating the need to scroll at the cost of viewport real estate (unless you run multi monitors!).
Seems like my picky comment may have prevented you from getting that, sorry I was just having fun with you.
RE hotkey, have you tired putting them somewhere else or reassigning the existing keystroke? I have found max to be highly customizable, first thing I do with a new install/release is setup all my GUI and shortcuts. Maybe Edit Poly can be customized with the buttons/GUI part of max? How about an Edit Poly toolbar, then associate the hot keys to the toolbar shortcuts through customization of the GUI. Dig deeper Watson!
BTW - UVW unwrap will improve! Gaming industry needs are forefront, most old guys like me have developed work arounds.
Back to subdivision hell! eek: -Shea
www.Ls3D.com
David Lightbown
02-28-2002, 10:30 PM
"So you got that you can expand the scroll into multiple columns (max 4.2) thereby eliminating the need to scroll at the cost of viewport real estate (unless you run multi monitors!)."
Yeah, I've done that, with multi monitors... I like to keep my setup as clean and simple as possible, which is why I wanted to just have the polygon / point counter somewhere so I could get rid of the right side :) At my last office, we had a dual monitor setup and I had the entire command bar detached and expanded on the other monitor. It was cool, but I don't have two monitors here... the last place was special effects, this place is games... different monitor needs: I have a TV and a dev console now instead of a second monitor. :)
"RE hotkey, have you tired putting them somewhere else or reassigning the existing keystroke? I have found max to be highly customizable, first thing I do with a new install/release is setup all my GUI and shortcuts. Maybe Edit Poly can be customized with the buttons/GUI part of max? How about an Edit Poly toolbar, then associate the hot keys to the toolbar shortcuts through customization of the GUI. Dig deeper Watson!"
Yeah I've looked into that too :) I think I'll keep using the buttons on the left, its just that Editable Mesh has it and Poly doesn't that surprises me, really. I'm sure it will be taken care of in Max 5. In any case, I prefer to have almost everything run through hotkeys so I can have the maximum viewing space. Unfortunately, a Quads / Expert Mode combo is nice but doesn't offer the same speed as hotkeys.
"BTW - UVW unwrap will improve! Gaming industry needs are forefront, most old guys like me have developed work arounds."
<smile> I hope so... right now Max's saving grace in it's UV tools over overs is that it has Normal Align, but with a little imagination in other software you can do that too... and sometimes the Clone -> Morpher -> Planer UV Map thingie doesn't always work out well for every single mode I have to map.
Thanks again for your reply !
CGTalk Moderation
01-13-2006, 01:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.