Gingerbread Man on 29/10/2005 at 04:30
No, I think that's everything.
¬¬
3dBuzz is a good place for tutorials, as well.
Frankly, plugging "3d Studio Max tutorials" into Google ought to give you way more than you can handle.
Eshaktaar on 29/10/2005 at 07:32
Ben Mathis' site has some very nice video tutorials on the entire process of creating character models in 3ds max (and Photoshop to some extent):
(
http://www.poopinmymouth.com/)
Bardic on 29/10/2005 at 07:48
Videos would be cool, I've managed to make textures and normalmaps in Paintshop Pro and Photoshop, but I don't really know 3DS at all. I figured I would just con my brother and a friend into making AI and objects for me (until I get around to learning it myself)
ascottk on 29/10/2005 at 16:20
I would like to know how to work with the material library :eww: I managed to create a matlib for a couple of t2 robot smeshes but when it came to anything else I can't assign a material for another project. How does one reset a library on a project? Also the ion shader doesn't save the textures I assign to it.
Another project I'm failing miserably with is boning/rigging a mesh as well as animation. How do I get rid of animation frames?
Crispy on 30/10/2005 at 00:46
To reset the balls in the material editor you can just drag one of the grey unused balls onto the ones you've changed, and everything will copy across, effectively resetting the material you drag on to.
To delete animation frames, select the animated objects to get the keyframes to appear on the time slider. Then drag a selection box over the keyframes on the time slider that you want to delete, and press the Delete key.
Not sure about the Ion Shader stuff, or not being able to assign textures.
ascottk on 30/10/2005 at 03:04
Another question:
How do I get my rope mesh to go downward? In the SM viewer it's pointing up kind of like:
I want it:
Crispy on 30/10/2005 at 05:23
You've tried rotating it upside-down in 3ds max before exporting, right?
Actually, come to think of it, it probably doesn't export the rotation. I think there's a Reset Xform modifier or similar that will fix that. (By applying the object's rotation to its vertex data instead of the object itself, so that the exporter will export the rotated version of the vertices... if that makes sense.)
Edit: Okay, it's not a modifier. In 3ds max 7, you can go to the Hierachy panel and look for the "Adjust Transform" rollout. There's a "Transform" button under "Reset". I don't have 3ds max 5.1 here so I don't know if it's changed since then.
ascottk on 30/10/2005 at 17:41
Quote Posted by Crispy
In 3ds max 7, you can go to the Hierachy panel and look for the "Adjust Transform" rollout. There's a "Transform" button under "Reset". I don't have 3ds max 5.1 here so I don't know if it's changed since then.
It didn't change much apparently & it worked! Thanks, Crispy :cool: