Using Attach command in Editable Poly, 3ds Max

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30 Apr, 2013 Yana
30 Apr, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
Greetings! Recently I began to explore such opportunities 3d max, both of PROXY , but not for the first time confronted here with what: before pressing the v-ray mesh export, the model must be "attach-pull the" what problems arise ... well if You can select all the polygons of the model once and just click Attach, but often grouped model of different objects, then it is necessary to click on a small square next to the attech, pops up a menu where you can specify that all components of the model you want to merge. The problem is that this is not always square (this function or menu) is displayed. Sometimes just the button itself and all ... Here it enters into a stupor. In my particular example, there is a model plant pots with flowers, you want to turn into a proxy, but highlighting the model by parts and applying to each of the associations attech I'll do. I still do not have experience with these programs function ... Tell me, please, what is the reason for such an illogical at first sight behavior attech, what am I doing wrong? Thank you in advance!


30 Apr, 2013 Maks (Staff Author)
30 Apr, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
Hello! Select all the desired objects, Group-Explode, then collapse them through the utility. Hopefully this will be understood.


30 Apr, 2013 Yana
1 May, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
👌 Over! Thank you!!


29 Aug, 2013 Bogdan
29 Aug, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
When using the Attach command to two objects with superimposed materials that need to select "Attach Options" window to materials preserved as it is necessary? (Pre-made mat Multi / Sub Object with mats to data objects by their priority Attach-eat connection).


2 Sep, 2013 Anton (Staff Author)
2 Sep, 2013 # Re: Using Attach command in Editable Poly, 3ds Max

Hello!

When geometry is attacked with different materials, 3ds Max displays a window with a literal question about what to do with the materials of these objects.

Note that the assignments of new material IDs and geometry IDs are the results of Boolean operations and the main thing is the geometry and material of the current (that to which you are attacking) the object.

Attach Options:

- Match Material IDs to Material
3ds Max creates and applies a new Multi / Sub-Object material to the geometry, with the number of material IDs equal to the total number of materials of both objects before the attack. In doing so, it also modifies the ID of the obtained geometry, so that visually the geometry of the merged objects has the same materials on the same polygons, only the ID of these polygons is matched to the ID of the generated mtiltsab.
Condense Materials and IDs
Affects the result of the Match Material IDs to Material operation, namely, it cuts duplicate materials, as well as the materials of which are in the multimaterials of the attacked objects, but they are not used directly in the invasive geometry. For example, if you attach an object with ID2 but have multi-material with ID2 and, say, ID6 to the current object with ID1 geometry and the only material, then the resulting Multi / Sub-Object material after joining will have only 2a ID. If Condense Materials and IDs is turned off, the resulting mate will have all 3 and IDs.

- Match Material to Material IDs
3ds Max creates and applies a new Multi / Sub-Object material to the geometry, with the number of material IDs equal to the total number of geometry IDs of both objects before the attack. Even if we attack two objects, each of which has one material (not a multisab), and the object polygons themselves have several IDs, the newly created Multi / Sub-Object material will have as many IDs as the polygon IDs in the current and attached object. Visually, both objects will look the same as before joining.
But this is in theory, in practice, for example, for me, Match Material to Material Ids persistently does multisab with ID1 and ID4, even if such IDs are not in the current not in the attacked object. He adds them stupidly. In the end, if I attack one geometry with ID, say 2 and 3, and the second one, for example, with ID 8 and 10, then 3ds Max will create a multisab with ID 1,2,3,4,11 and 13, that is, with In order to make a mate with the 4th ID 2,3,11 and 13, he does the mate with the 6th ID 🙄

- Do Not Modify Mat IDs or Material
3ds Max creates and applies a new Multi / Sub-Object material to the geometry, with the number of material IDs equal to the total number of materials of both objects before the attack. In this case, it does not modify the ID of the obtained geometry at all, leaving them as is in the original objects. Of course, in this case, the new (received after the attack) object can visually look different, since a new material with a different numbering of the materials ID will be applied to the old IDs of its polygons.



3 Nov, 2013 HarrierII
3 Nov, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
Help!! has a high poly model parts, I priatachivayu all part of each other, and then the model is not displayed .. it is but it is not visible in the viewport? what's the problem? I have worked with this modelkoy standards and everything was ... and then I was able to partially priatachit it but if you apply the modifier Projection pops maxscript window and writes (MAXScript rollout handler) "exception -Unknown system exeption" I already and exported in different formats but nothing helped


4 Nov, 2013 Dmitriy
4 Nov, 2013 # Re: Using Attach command in Editable Poly, 3ds Max
model will convert to edit poly, Change your normal setachennoy models do reset xform


24 Jul, 2014 yura.
24 Jul, 2014 # Re: Using Attach command in Editable Poly, 3ds Max
Prompt, whether there is the possibility priatachit group of objects (one on Materials) so that at least vydilenii Edit Poly Elements stood the entire group of objects? Somehow difficult when changing materials proschelkat each Element.


24 Jul, 2014 gus_ann (3dsmax vray expert)
24 Jul, 2014 # Re: Using Attach command in Editable Poly, 3ds Max
Tab Poligon Material IDs You look just below the Select a button ID (Select by ID), next to the window, you drive ID number, and press the Select ID, and all the Components (polygons) that number will stand out. Nothing to touch it is not necessary.


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