
3ds Max Can T Change Spline Tool Color Polycount I am not trying to change the spline color after it has been created. this question is asking if it is possible to change the tool itself because while i am creating the spline , i can't see it since it is dark grey on a dark grey background. Likely though, there's an issue with your display drivers and or your gpu, since the spline's visibility is fluctuating, rather than your viewport settings. it sounds like you're hiding your splines (incase you're using 3ds max). simply press shift s to toggle the hide unhidge for splines. i hope it was as simple as this.

3ds Max Can T Change Spline Tool Color Polycount I've run into this a couple of times with several different versions of max. i usually fix it in this order: 1.) tools > uvw remove remove material > reapply uvs. 2.) collapse the object to an editable mesh, remove uvs using the uvw remove tool. reapply uvs and the material you wish to work with. 3.) create a box, center the box at the origin. Apply a gradient ramp to a renderable spline and it's like they use the same mapping for both end caps. so only one end cap has the right color. i have a memory of having solved this once but can not get a solution now. Question: does anyone know a way to create a spline, where as, the spline will stick and create verts only on the helpers selected? i hope i'm making myself clear. thanks in advance. The spline you are try to convert to an editable poly is very complex with an excessive number of vertices. the inclusion of islands does not help. try handling the islands separately and working with half of the geometry (i assume the shape is symmetric).

3ds Max Spline Rotation With Align Spacing Tool Polycount Question: does anyone know a way to create a spline, where as, the spline will stick and create verts only on the helpers selected? i hope i'm making myself clear. thanks in advance. The spline you are try to convert to an editable poly is very complex with an excessive number of vertices. the inclusion of islands does not help. try handling the islands separately and working with half of the geometry (i assume the shape is symmetric). First problem is when i convert a vertex to either bezier corner or smooth, it dosent affect the spline. never happened before so not sure if there's a workaround here. i created the spline from a surface. Mais tu peux essayer de baisser l'interpolation de tes splines. Ça c'est la première chose que j'ai tenté de faire, mais bouger l'interpolation des courbes ne change absolument rien sur la maillage final. Max doesn't have the "convert point tool", so i'd bet you cannot change previous points during the creation stage, like you can in ps. there might be a script for it though. have you tried scriptspot?. I know you can do this manually with the world space path deform modifier, but you still have to guess the amount of objects you need, and it can't be adjusted dynamically. this would be ideal for repeated merged topology such as ropes and hoses, but also for stitches that bend with the spline.

3ds Max Spline Rotation With Align Spacing Tool Polycount First problem is when i convert a vertex to either bezier corner or smooth, it dosent affect the spline. never happened before so not sure if there's a workaround here. i created the spline from a surface. Mais tu peux essayer de baisser l'interpolation de tes splines. Ça c'est la première chose que j'ai tenté de faire, mais bouger l'interpolation des courbes ne change absolument rien sur la maillage final. Max doesn't have the "convert point tool", so i'd bet you cannot change previous points during the creation stage, like you can in ps. there might be a script for it though. have you tried scriptspot?. I know you can do this manually with the world space path deform modifier, but you still have to guess the amount of objects you need, and it can't be adjusted dynamically. this would be ideal for repeated merged topology such as ropes and hoses, but also for stitches that bend with the spline.