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    <title>topic Re: Maya Bevel Behaviour in Maya Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/maya-modeling-forum/maya-bevel-behaviour/m-p/5808010#M24071</link>
    <description>&lt;P&gt;Poking the nodes is the best&amp;nbsp;way to make Maya crash, but you also kind of need to do it to get things done later on. Anything to do with shaders or rigging relies heavily on plugging nodes into each other, often things that were not designed to be so. One example I have learned in school is to use the colour Blend node's RGB output&amp;nbsp;to calculate&amp;nbsp;XYZ rotation, because they're all just data being piped around. It's great. Maya crashes a lot, for many reasons, in many ways, no matter who you are.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Maya's node-based method is famously opposite of 3dsmax where that bevel could be a layer modifier, but I think you'd have the same problem in the long run. 3dsmax is a little more stable and versatile for modelling iirc.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;What I would do would be to just accept the first bevel if I really liked the second... keep it around for later, maybe merge the 2 edges back up. Moving geometry around with move, scale and rotate doesn't cause any renumbering (but depends on those numbers too of course). It can be a very organic process, especially if you are as analytical as you are about what things are doing. And uh, save often.&lt;/P&gt;</description>
    <pubDate>Tue, 08 Sep 2015 20:25:15 GMT</pubDate>
    <dc:creator>Anonymous</dc:creator>
    <dc:date>2015-09-08T20:25:15Z</dc:date>
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