Share your 3dsmax Secrets


#641

Hello.

Am I allowed to ask questions here aswell?
Anyways, I like to configure my viewports and when ever I reset or start a New session in 3Dmax, the viewportsettings reset. Is there a way to sett the settings permanent?

Thanks in advance.

I really dont know any tips that anyone might not know of, sry.


#642

hi guys wow this thread is so huge
any way i got prob wen using poly modeling(using symetry modifier on stack)and when i collapse the sym modifer i get quad feaces as five edge face it has become iritating while working on huge modles and to do cleaning for extra vertercies


#643

In your Documents folder Max has it’s own folder somewhere, in there there’s a scene called maxstart.max this is the default file that’s opened up when you start max.

If you alter this scene and save it, it should work. Be sure to save a backup though.


#644

Here’s my way of making facial morphs.

Usually we do facial morphs with symmetry modifier, but after that if u want to make unsymmertrical facial it causes big problem due to the unordered vertex number, u will find your model “explode” when u morph.

What I do is collapse a “symmetry” model so I have a whole face model, and “mirror instance” a single half face model so I have a editable whole face model with a seam in center, and then put a skinwarp on this “symmetry” model, so my single half face model can control bothside of my skinwarped model. and then I can turn my skinwarped model into editable poly as new morph target.

After that I can make new unsymmetry facial on one side of my new morph target.

Hope this is useful.


#645

isn’t this symmetizing of morph targets made much easier now in max 2010 with some added feature in modelling tools? The skin wrap work around isnt necessary anymiore/ Yippee!


#646

Exploding morph targets is a very old issue in max, i’ve tried lots of solutions includind scripts like morphix, but the most confortable solution i’ve found is to center the main model and all its targets to the world (x 0 y 0 z 0) then export 'em to the desktop as OBJ or FBX and then import 'em back to the same scene or a new one, thats it! vertex numbers are now reorganized and ready for morph.

Again: Create your half model and use the symetry mod, create all ur morph targets out of this model, you will have the original half with its symetry modifier and the other models the same way, now using the align tool pick’em all and center to the world (if u skip this step u’ll have to apply an xform mod to every Morph targ when imported back), now Export’em to wherever u want as obj or fbx and import’em back, separate and apply the Morph modifier to the imported copy of the original adding all it’s imported morph targets

Voila


#647

Max files open with the wrong version of Max, and Open-With doesn’t fix it

In Windows Vista, the “open with…” command doesn’t like to differentiate between programs that have the same filename, even if they are in different folders. This means that if your .max files are opening with max8t and you want them to open with max2009 32 bit, trying to do “open with” and navigating to the folder with the correct version has no effect.

This can be alleviated by a simple registry edit. You’ll probably need to log in as an administrator. Just run regedit.exe and navigate to:
HKEY_CLASSES_ROOT\3dsmax\Shell\Open\Command

Rightclick and modify the entry on the right showing the incorrect directory to run max from, and change it to the correct one, following the existing syntax. In my case, I’d type:
“C:\Program Files (x86)\Autodesk\3ds Max 2009\3dsmax.exe” “%1”

After that, you can change the text it shows at the top when rightclicking on a max file by going up a level in regedit to:
HKEY_CLASSES_ROOT\3dsmax\Shell\Open
and change the value that shows up on the right to have the proper text. In my case, I’d use the text:
Open with Autodesk 3ds Max 2009 32-bit

If you haven’t used regedit before – don’t change or delete anything unless you’ve verified elsewhere that it isn’t going to break anything. if you don’t know what you’re doing, find someone who does to help you. Same reason you wouldn’t delete your “windows” folder.


#648

dear All,
Is there any suggest about Exporting 3ds max 2009 into wrl including material??
Any suggest would so appreciate …

thanks all…


#649

Hi Daynie,

This isn’t really a question answering topic. It’s for people to post thigns they’ve figured out or come across. If you have a question, do a search to see if it’s been answered before, then if not, create a new topic in the appropriate forum.

To answer your question anyways, If I remember you aren’t going to be able to export anything more complicated than a standard material with WRL, and even then it doesn’t support most of the material slots. I’m pretty sure it will do diffuse, opacity, and reflection, and will look at the color and settings you’ve set for your specular levels. Overall it’s kind of a weak format and very slow to load. If you have further questions, post a new topic.


#650

Hey

Just right click on viewport navigation tools it will shown viewport configuration

i love u


#651

If you want to render these layers separately, You can use scene states to output each to a different output.


#652

you can also get relative values inside the spinner.
example:
you spinner value is: 10
write: r5 then press enter the result is 15
now write: r-10 the result is 5


#653

Hi,

Click and drag the command panel border which is attached to the viewport for increasing the width. With this you can get more rollouts and options while tweaking your values. :slight_smile:

Regards
Shoaib


#654

Deleting your 3dsmax.ini will reset your max startup file. It will generate a new “ini” once you restart max again.

:wink:


#655

If functions you want are not present in the program
or any other handy script you can find at
http://www.scriptspot.com/


#656

I second this. ScriptSpot is one of my favorite resources to go to when I get frustrated about the lack of a particular feature. Also useful is Maxplugins.de


#657

So how would you do your asymmetrical morph targets? Would you take 1 regular head with symmetry, one edited head with symmetry, and cut apart and combine them? Say for one eyebrow up or down? Thanks!


#658

Don’t cut and reattach mesh, or you would destroy the vertex IDs.
Instead, You can use a poly\mesh select on the morph target, in vertex sub mode select the desired part of it.
Go to the object with the morph modifier, pick the target, then in the “Channel Parameters” rollout > “Channel Settings” group , check the “Use Vertex Selection” button.


#659

First post of what i hope to be many :wavey:

I just found this out recently I don’t know if this has already been posted but here’s my tip :

when working with edit polys/mesh goto edge selection mode (2), select the edges you don’t want then press ctrl + backspace and it removes the edge and the unwanted verts ! saved me lots of time not having to goto those unwanted verts and deleting them manually.

:buttrock:


#660

First post of what i hope to be many :wavey:

I just found this out recently I don’t know if this has already been posted but here’s my tip :

when working with edit polys/mesh goto edge selection mode (2), select the edges you don’t want then press ctrl + backspace and it removes the edge and the unwanted verts ! saved me lots of time not having to goto those unwanted verts and deleting them manually.

:buttrock: