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Spinners Not Adjusting in Real Time
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  • Total Posts: 60
  • Joined: 09 October 2010 04:41 PM

Perhaps I modified the file somehow, because this only occurs in a particular .max file at the moment, but in this file when I am using ANY spinner (e.g. inset/extrude/etc) it does not update the results in real time on the mesh. I have to stop the spinner to see what the result is, rather than adjusting it on the mesh as I adjust the spinner. For instance usually when I use the inset spinner it adjusting itself in realtime on the mesh based on the numerical value I have.
Here is a picture of the spinner to clarify.

inset_spinners.png



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bump



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What are your computer specs and scene details? Are you running into a memory (video or other wise?) limit?



3ds Max 9 thru 2013
Windows 7 Enterprise 64-bit OS SP1
Dual Intel® Xeon® 6 core X5650 @ 2.67GHz CPU 36GB RAM
NVIDIA Quadro 4000
450GB HDD (x3) and 2TB HDD

3ds Max 2012 Certified Professional Models to Motion

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I shouldn’t, no.

2.8 Quad Core
4 Gigs DDR2 Ram
Nvidia GTX 280
Win 7 64



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  • Location: Minneapolis, Minnesota
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It looks like you have a background image being displayed in your viewport.  This can degrade vp performance, especially with high resolution images.  I’ve had files that are fairly complex, lots of objects and triangles, and it takes a little time for the viewport to refresh itself after any change.

I’m guessing this issue only occurs with this file, or is it something that happens on any file?



3ds Max Design 2012 64-bit - Subscription Advantage Pack / PU10
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA

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@Chris Medeck,

I removed the blueprint background image and it does not resolve this issue. Strangely after I posted this topic the issue resolved itself somehow, on the same .max file, for no apparent reason. Now all of a sudden the problem is back again and I have not had any luck making it go away.

EDIT: Upon Closer inspection it appears this issue only seems to happen on objects with the following modifier stack. Would it be of value if I uploaded the .max file?

Turbosmooth
Symmetry
Editable Poly

Symmetry seemingly being the key culprit here. Although for objects with symmetry on it, if I remove the symmetry modifier the problem still persists.

Author: PerfectBlue

Replied: 13 March 2011 04:55 PM  
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It may well help if you upload the scene. Remember to zip (and only zip) the .max and attach it to a reply. If you have problems attaching see this post.

TurboSmooth will be generating the high poly mesh in the background - every change you make lower in the stack will be causing TS to re-evaluate the changes. Try turning the TS off (click the lightbulb) while making changes lower down, or reduce the number of TS Iterations. Same applies to Symmetry - it’s constantly having to recreate the mirror. Both will be contributing to the slowdown.



Max 4.2 through 2014, Composite 2014.
XP-64 (SP2).
nVidia 9800GTX+ (512MB) (Driver 314.22).
i5-3570K @ 4.4GHz, 8Gb Ram, DX9.0c.

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