|08-08-2004, 06:25 PM||#31|
Join Date: Aug 2002
Okey, I have the best one
Get ready for this ultra-mega-great 3dsmax secret
Open 3dsmax or reset if you have it open (save everything befor), creat a cuple of objects, activate a viewport, press H and a secret list comes up ...oooouuU00o00oooouu... in the list are the names of all the objects, so select one or more (you can select all of them if you want, there's no limit ) and then click OK with your magic left botton on the mouse, the secret list disappeares... the object or the objects you selected from the list are selected
I can share more secrets if you want, just ask and I will blow you away with 3dsmax magic
|08-08-2004, 07:18 PM||#32|
Join Date: Jul 2004
I sacrifice a virgin to please goddess Kali so max doesnt crash.I t s not proven to work cuz my Max still crashes...(may be i am not sacrificing "Virgins" hehehehe!!!!!
I have about 20 tool bars customized to do everything from rigging /skinning/moddeling/shading and rendering.My keyboards are cutomised to use no shifts and cntrl buttons...cuz i dont like em.but its super easy to get those tool bars up when u r doing a specific function.
|08-09-2004, 02:29 AM||#34|
2 & 3D Animation
When Animating characters or wathever
• Press Alt + Right mouse button for useful tools
•Press Ctrl + Right mouse button on an object for some object properties
•Press Shift + Right mouse button for some snap options
Life is Short...RENDER more!
My Short Film VIRUS
Last edited by Climax : 08-09-2004 at 02:37 AM.
|08-09-2004, 10:00 AM||#35|
Join Date: Aug 2003
The Maxstart.max can become a life saver for a group of people working on the same project :
- Create a max start for the preference in the project (mainly : scene scale, unit system and fps, and any other important thing you don't want to have in 10 different versions ). Put in it a text object with the project name. save as MaxStart.
Now everyone in the team will see the text when opening Max every mornings. If they don't, it means the default file hasn't been loaded, and something went wrong. A great reminder, and a life saver if you've ever experimentated the result of having one artist working a full week with metric system and another with US system then, trying to merge those carefully rigged characters...
|08-09-2004, 10:42 AM||#36|
3d game artist
Join Date: Aug 2002
Here is a nice one I got from a friend:
when you jave loads of objects in the scene and u want them all to have the same prefix or suffix.. (or a combination of this)
go to : Tools\rename objects
Works like a charm
saves the hassle of selecting all the objects one by one ^^
|08-09-2004, 11:03 AM||#37|
having an object(s) selected or components ie verts, edges etc and pressing 'z' will centre your selection in your current viewport. nothing selected and pressing 'z' will centre anything in your entire scene.
numbers 1-5 will select components 6 will exit sub-object mode (poly)
j- will remove that ugly bounding box
|08-09-2004, 11:19 AM||#38|
Traped between 12 tri`s
Join Date: May 2002
When exporting objects to game engines,etc..
When you export your objects to be used in game engines or other aplications that make use of 3dsmax meshes remember to apply an Reset Xform modifier to you objects or go to utility panel,select you objects apply resetxform and then use the collapse(to multiple objects) to have your objects only with a editable mesh modifier only.
If you plan to have animated objects in your scene you have o apply the reset x form before you start rigging the objects.
This ResetX form has to be done in order to reset the position,rotation,scale, of objects so that they are no longer relative to 3dsmax world...or else you objects will look offseted(position/rotation/scale) in your 3d application
|08-09-2004, 01:11 PM||#39|
Join Date: Apr 2003
My setup is:
ctrl + w = weld selected (poly)
ctrl + d = detach selected (poly)
shift + d = detach spline
z = zoom selected (default for max4)
ctrl + c = connect vertex (poly)
ctrl + r = remove edge (poly)
shift + c = collapse (poly)
s = screen coordinate system
v = view coordinate system
b = back viewport (instead of default bottom)
Most commonly used default hotkeys:
Q, W, E, R (select/move/rotate/scale)
1, 2, 3, 4 (sub-object 1, 2, 3, 4)
p = perspective viewport
L = left viewport
f = front viewport
+ = grow manipulator
- = shrink manipulator
Save yourself a headache and disable the default hotkey "x" (hide manipulator).
Use and cutomize the quad menus!!
If you're using an nVidia Quadro graphics card, download nVidia's custom viewport driver from their website. Version 4.x for max5 and below, version 6.x for max6 and above.
I recommend using OpenGL in Max 4, OpenGL or Maxtreme in Max5, and dx9 or Maxtreme in Max6.
Cdilla is incompatable with WINE.
|08-09-2004, 01:23 PM||#40|
Hobby mod developer
by setting force 2 sided you can see both side of an object...
to enebled it
in perspectiv viewport right click and in menu select Config in viewport comfig dialog
select chech Force 2 sided.
you can also make sure that under Render dialog make check force 2 sided too when you render your scean...
Last edited by stdriver : 08-12-2004 at 12:25 PM.
|08-10-2004, 11:29 PM||#44|
Right click activated move, rotate or scale tools.
Script that lets you to toggle on and off a time slider:
Try FreeFireGL driver for Radeon card to improve OpenGL performance.
http://hardwarelab.ru/forsage.php (Russian language. See links at the bottom of page)
Try f-edge plug-in that lets you to smooth edges.
Sorry for my English.
|08-10-2004, 11:48 PM||#45|
Join Date: Nov 2003
About the 2-sided stuff. I've been posting this like a madman, but I think it could also be of use in this thread:
Last edited by Rens : 08-10-2004 at 11:55 PM.
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