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Several questions unrelated in between.
show user profile  godwhiff
Hello. I'm new to 3D Studio Max and I've learned basic usage but I'm stuck to several things and, as forum rules state, I'll post them into this one thread. Hopefully if you have the time and willingness to reply, please bare with me. I'd appreciate it very much. I'll try to be as explicit as I can so not to be difficult to read.

1. I clicked in one view to move some vertices and I saw I had to move them on the z axis (upwards). Thus I dragged the gizmo z axis arrow. After just a brief drag, the vertices have gone in a totally wrong direction, far far away from the object. What went wrong?

2. I thought dragging a certain arrow would constrain the movement to the respective direction whereas dragging the 2-axis handle constrain the movement to the respective plane. I was wrong, since I could move the vertices both up/down and left/right in a particular view. But then how can I move only up/down without minding that it could go accidentally off sideways?

3. When I worked in a view (perspective) I wanted to move the vertices upwards (z axis). When I clicked in the left view, it was y that pointed upwards. This is pretty confusing. Isn't supposed the z axis always point upwards regardless the view?

4. Is there a way to cut a 3D object in two by a irregular spline? Consider this: I have a large cube and I want to chop off a corner, in the form of a smaller cube. So I draw a spline onto the 3 faces of the large cube. What's next?
I know the method of boolean subtracting a small 3D from a large 3D. So, normally I'd make a small cube and substract it from the large one. But no, I'd like the spline method, if it's doable.

5. I want to draw the spline on a face that's away from the origin. When I try to draw a spline it always draws it in a plane containing the origin. Can I change that?
And finally:

6. I've worked in AutoCad before. There I could make operations like say, moving vertices, to specified coordinates. Can I do the same in 3D Studio Max? I'm accustomed to work very much with coords.
read 678 times
6/7/2010 7:38:16 PM (last edit: 6/7/2010 7:38:16 PM)
show user profile  Nik Clark
1) Turn off snap while you do it

2) As above

3) Yup

4) Brain freeze

5) Turn on Autogrid

6) Yes. Select the vertex, and type in new coordinates for it. Right click on the move icon and the coordinates dialog will appear, or type them in at the bottom of the screen in the (bran freeze again)

Oh, and welcome to the forum.




read 671 times
6/7/2010 7:46:44 PM (last edit: 6/7/2010 7:48:00 PM)
show user profile  horizon
3) No. Top/left/right/bottom views have no need for the third axis, so there is only two. Why they chose to go with the first 2 axis (X and Y) and not be consistent is beyond me.

4) Shape merge modifier will project any spline onto any mesh object. Press F1 and search for shape merge, then after you have the spline onto the 3d, select the smaller part of the cube and click detach in the edit poly rollout.
You will have to model the inside

6) Press F12. Type in the offset or the absolute coordinate


read 655 times
6/7/2010 9:30:51 PM (last edit: 6/7/2010 9:30:51 PM)
show user profile  godwhiff
Thank you both very much for your time. Excuse me for insisting but At no. 4 -- spline cut, I read about the shape merge but I don't think I can use it with the following situation:
I want to extract the little cube defined by the selected edges. It doesn't work with 'detach' either.
Thanks for the welcome.
read 649 times
6/7/2010 11:31:45 PM (last edit: 6/7/2010 11:33:10 PM)
show user profile  Garp
Question #4.
Just for the fun of it.



edit: select the 3 polys in the corner and detach (as object or element).




read 639 times
6/8/2010 12:15:14 AM (last edit: 6/8/2010 12:19:44 AM)
show user profile  godwhiff
That's a big 'wow'! When I'll get to handle 3DS max like that... I won't be posting questions anymore :)) I promise. It looked that you've chosen the straightest way to do the thing. It means that you are fluent with 3DS Max
read 616 times
6/8/2010 9:27:52 AM (last edit: 6/8/2010 9:27:52 AM)
show user profile  Garp
Oh boy :D

As I said, it was just for fun. This is absolutely not the way to go!

Convert to epoly, use the connect tool an make the edges where you need them.
That's all.




read 608 times
6/8/2010 10:22:57 AM (last edit: 6/8/2010 10:22:57 AM)
show user profile  Dub.
hahaaha that was the most hilarious tut I've seen.

Nice one.


read 605 times
6/8/2010 10:28:31 AM (last edit: 6/8/2010 10:28:31 AM)
show user profile  godwhiff
I figured out that you only proved it's doable by shape merge. I said that the path from your idea (making a hexagon as a projectable spline) to its screen output was fluent and the shortest one.
Now if I want to close the little resulting mesh (cube-like) into a proper cube
I thought I could add a vertex (isolated) at the respective coords, or make a 3 vertices spline having the missing vertex in the middle and the ends -- 2 of the 'cube' loose corners.
Another way (tried using some of what you did in the tut) would be to select the border, cap it, bevel the polygon, collapse and manually move the resulting vertex to the specific coords.
Right? Is there an easier way?
read 597 times
6/8/2010 12:15:44 PM (last edit: 6/8/2010 12:15:44 PM)
show user profile  markoid
Grab the 2 top open edges and shift/drag them down then select 2 opposing edges on the resuting open bottom of the cube and 'bridge'.Select bottom verts and weld.



read 592 times
6/8/2010 12:58:39 PM (last edit: 6/8/2010 1:00:30 PM)
show user profile  Garp
Alright. Sorry for making fun of your question.
Here is a better answer (methinks):



And you can grab the script here: http://www.divshare.com/download/11638814-cc2

You can just run it (maxscript menu > run script) or, if you want it permanently installed, just put it in your \plugins folder or in any other folder that appear in the plug-ins paths.




read 582 times
6/8/2010 3:16:27 PM (last edit: 6/8/2010 3:17:36 PM)
show user profile  godwhiff
Markoid, thanks. It worked flawlessly. It would have been useful if a script for that existed. At least for removing (by welding) overlapping vertices/edges. There has to be, I'll go search.

Garp, I should have known from the previous video that you 'smuggled' new object types into 3DS Max. How could I missed the cube? You only dragged once for the box creation (one dimension -- cube). There are many things to learn in that video.
read 556 times
6/8/2010 6:26:50 PM (last edit: 6/8/2010 6:26:50 PM)
show user profile  Garp
godwhiff, I think you're getting it all wrong.

In the first video, there is no 'smuggling' of new objects. I just used a rather convoluted way to do something otherwise simple to achieve.

For the last video, I wrote a brand new primitive to make your broken box. Just install it!
Apart from that, the video just shows how to make a primitive object, which is the very first step of using max. Nothing else to learn here.




read 537 times
6/9/2010 12:57:17 AM (last edit: 6/9/2010 12:58:13 AM)
show user profile  Jimboliah
Garp I wish to inform you that I have alerted the P.E.A. (Primitive Enforcement Agency) to your actions. Primitive smuggling IS frowned upon!
read 529 times
6/9/2010 1:06:12 AM (last edit: 6/9/2010 1:06:12 AM)
show user profile  Garp
snitch




read 519 times
6/9/2010 1:27:25 AM (last edit: 6/9/2010 1:27:25 AM)
 
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