2008
the compound object. Choosing Reference or Instance can cause instability
in the software.
Attaching Actively Linked Objects to an Editable Mesh, Poly, Patch,
or Spline Object
Actively linked objects should not be attached to editable objects, as this
introduces instability to the software. Instead, make a copy of the actively
linked object, and attach the clone to the editable object.
Creating Hierarchies with Actively Linked Objects
Creating parent-child links between actively linked objects AND 3ds Max
objects can cause unpredictable results. For this reason, 3ds Max does not
allow you to link an actively linked object to a 3ds Max object. However, you
can link a 3ds Max object to an actively linked object.
The existing hierarchies of linked objects cannot be broken in 3ds Max. This
would compromise the structure of Blocks and Styles. Any changes must be
made in the original DWG file.
Similarly, actively linked objects cannot be included in the creation of
Group
on page 222 or Assembly on page 227 objects in 3ds Max.
Controller Assignments
Actively linked objects should not be included in any IK animation chains,
as they will cause unpredictable results. Likewise, animation controllers should
not be applied to actively linked objects.
Assignments to avoid include:
■
HI IK Solver on page 3316
■ IK Limb Solver on page 3368
■
Spline IK Solver on page 3369
■ HD IK Solver on page 3346
■
Inherit Link Info on page 3425
■ Link Inheritance Utility on page 3297
■ Assign Controller on page 3515
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