Maya, Max, and Modo

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  12 December 2013
Maya, Max, and Modo

Hello. I am not new to 3d, but I am slightly new to Max. I have been using Modo for modeling, import FBX and Maya for rendering. Everything has been going great, but now I have to use Max, and there are a few things that arent working correctly for me.

I have a scene that is supposed to be used in a video game, so I modeled the scene to one piece of geo, Uv's, and painted my texture map. When I import geo from modo to maya, it is often combined. I simply click "seperate", and then all of the geo is separated. WHere is this in Max? The main reason I need to do this is to clone a few objects in the scene to populate the scene. Is there a simple solution like in Maya?
  12 December 2013
I think you are after the element-subobject level->detach command.
However you can only detach one element at a time.

For 'exploding' a selected object into their elements with one click like in Maya`s Mesh->separate you need a script.
  12 December 2013
Thanks for your reply!

I did as you said and just chose my mesh, detached it, translated it and clone/instanced it. This is my forst time working in max, and its for a game, so its pretty weird coming from working with hi-poly models in maya. Thanks you very much!
  12 December 2013
If you're doing video game development and are more comfortable with Maya, you can probably use that---all the game engines I've used are equally compatible with both programs.
The Z-Axis
  12 December 2013
I wouldn't attach all your objects to start with. Having local transforms and the ability to instance objects is very valuable. As is the ability to add modifiers to selected objects. Plus you can organise the scene better with object colouring, layers and selection sets.

Attach things at the end if you need to before exporting (or during export if possible) How things batch up varies depending on the game engine in question.
  12 December 2013
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